You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
72 lines
3.3 KiB
72 lines
3.3 KiB
using UnityEngine; |
|
using System.Collections; |
|
|
|
namespace Fungus |
|
{ |
|
/// <summary> |
|
/// Display story text in a visual novel style dialog box. |
|
/// </summary> |
|
public interface ISayDialog |
|
{ |
|
/// <summary> |
|
/// Sets the active state of the Say Dialog gameobject. |
|
/// </summary> |
|
void SetActive(bool state); |
|
|
|
/// <summary> |
|
/// Sets the active speaking character. |
|
/// </summary> |
|
/// <param name="character">The active speaking character.</param> |
|
/// <param name="flowchart">An optional Flowchart to use for variable substitution in the character name string.</param> |
|
void SetCharacter(ICharacter character, IFlowchart flowchart = null); |
|
|
|
/// <summary> |
|
/// Sets the character image to display on the Say Dialog. |
|
/// </summary> |
|
void SetCharacterImage(Sprite image); |
|
|
|
/// <summary> |
|
/// Sets the character name to display on the Say Dialog. |
|
/// </summary> |
|
void SetCharacterName(string name, Color color); |
|
|
|
/// <summary> |
|
/// Write a line of story text to the Say Dialog. Starts coroutine automatically. |
|
/// </summary> |
|
/// <param name="text">The text to display.</param> |
|
/// <param name="clearPrevious">Clear any previous text in the Say Dialog.</param> |
|
/// <param name="waitForInput">Wait for player input before continuing once text is written.</param> |
|
/// <param name="fadeWhenDone">Fade out the Say Dialog when writing and player input has finished.</param> |
|
/// <param name="stopVoiceover">Stop any existing voiceover audio before writing starts.</param> |
|
/// <param name="voiceOverClip">Voice over audio clip to play.</param> |
|
/// <param name="onComplete">Callback to execute when writing and player input have finished.</param> |
|
void Say(string text, bool clearPrevious, bool waitForInput, bool fadeWhenDone, bool stopVoiceover, AudioClip voiceOverClip, System.Action onComplete); |
|
|
|
/// <summary> |
|
/// Write a line of story text to the Say Dialog. Must be started as a coroutine. |
|
/// </summary> |
|
/// <param name="text">The text to display.</param> |
|
/// <param name="clearPrevious">Clear any previous text in the Say Dialog.</param> |
|
/// <param name="waitForInput">Wait for player input before continuing once text is written.</param> |
|
/// <param name="fadeWhenDone">Fade out the Say Dialog when writing and player input has finished.</param> |
|
/// <param name="stopVoiceover">Stop any existing voiceover audio before writing starts.</param> |
|
/// <param name="voiceOverClip">Voice over audio clip to play.</param> |
|
/// <param name="onComplete">Callback to execute when writing and player input have finished.</param> |
|
IEnumerator DoSay(string text, bool clearPrevious, bool waitForInput, bool fadeWhenDone, bool stopVoiceover, AudioClip voiceOverClip, System.Action onComplete); |
|
|
|
/// <summary> |
|
/// Tell the Say Dialog to fade out once writing and player input have finished. |
|
/// </summary> |
|
bool FadeWhenDone { set; } |
|
|
|
/// <summary> |
|
/// Stop the Say Dialog while its writing text. |
|
/// </summary> |
|
void Stop(); |
|
|
|
/// <summary> |
|
/// Stops writing text and clears the Say Dialog. |
|
/// </summary> |
|
void Clear(); |
|
} |
|
} |