C# 클래스 Fungus.SayDialog

상속: Fungus.Dialog
파일 보기 프로젝트 열기: snozbot/fungus 1 사용 예제들

보호된 프로퍼티들

프로퍼티 타입 설명
activeSayDialogs List
canvasGroup CanvasGroup
currentCharacterImage Sprite
fadeCoolDownTimer float
fadeWhenDone bool
speakingCharacter Character
startStoryTextInset float
startStoryTextWidth float
stringSubstituter StringSubstituter
targetAlpha float
writer Writer
writerAudio WriterAudio

공개 메소드들

메소드 설명
Clear ( ) : void

Stops writing text and clears the Say Dialog.

DoSay ( string text, bool clearPrevious, bool waitForInput, bool fadeWhenDone, bool stopVoiceover, AudioClip voiceOverClip, System.Action onComplete ) : IEnumerator

Write a line of story text to the Say Dialog. Must be started as a coroutine.

GetSayDialog ( ) : SayDialog

Returns a SayDialog by searching for one in the scene or creating one if none exists.

Say ( string text, bool clearPrevious, bool waitForInput, bool fadeWhenDone, bool stopVoiceover, AudioClip voiceOverClip, Action onComplete ) : void

Write a line of story text to the Say Dialog. Starts coroutine automatically.

SetActive ( bool state ) : void

Sets the active state of the Say Dialog gameobject.

SetCharacter ( Character character ) : void

Sets the active speaking character.

SetCharacterImage ( Sprite image ) : void

Sets the character image to display on the Say Dialog.

SetCharacterName ( string name, Color color ) : void

Sets the character name to display on the Say Dialog. Supports variable substitution e.g. John {$surname}

Stop ( ) : void

Stop the Say Dialog while its writing text.

StopPortraitTweens ( ) : void

Stops all active portrait tweens.

보호된 메소드들

메소드 설명
Awake ( ) : void
ClearStoryText ( ) : void
GetCanvasGroup ( ) : CanvasGroup
GetWriter ( ) : Writer
GetWriterAudio ( ) : WriterAudio
LateUpdate ( ) : void
OnDestroy ( ) : void
Start ( ) : void
UpdateAlpha ( ) : void

메소드 상세

Awake() 보호된 메소드

protected Awake ( ) : void
리턴 void

Clear() 공개 메소드

Stops writing text and clears the Say Dialog.
public Clear ( ) : void
리턴 void

ClearStoryText() 보호된 메소드

protected ClearStoryText ( ) : void
리턴 void

DoSay() 공개 메소드

Write a line of story text to the Say Dialog. Must be started as a coroutine.
public DoSay ( string text, bool clearPrevious, bool waitForInput, bool fadeWhenDone, bool stopVoiceover, AudioClip voiceOverClip, System.Action onComplete ) : IEnumerator
text string The text to display.
clearPrevious bool Clear any previous text in the Say Dialog.
waitForInput bool Wait for player input before continuing once text is written.
fadeWhenDone bool Fade out the Say Dialog when writing and player input has finished.
stopVoiceover bool Stop any existing voiceover audio before writing starts.
voiceOverClip UnityEngine.AudioClip Voice over audio clip to play.
onComplete System.Action Callback to execute when writing and player input have finished.
리턴 IEnumerator

GetCanvasGroup() 보호된 메소드

protected GetCanvasGroup ( ) : CanvasGroup
리턴 UnityEngine.CanvasGroup

GetSayDialog() 공개 정적인 메소드

Returns a SayDialog by searching for one in the scene or creating one if none exists.
public static GetSayDialog ( ) : SayDialog
리턴 SayDialog

GetWriter() 보호된 메소드

protected GetWriter ( ) : Writer
리턴 Writer

GetWriterAudio() 보호된 메소드

protected GetWriterAudio ( ) : WriterAudio
리턴 WriterAudio

LateUpdate() 보호된 메소드

protected LateUpdate ( ) : void
리턴 void

OnDestroy() 보호된 메소드

protected OnDestroy ( ) : void
리턴 void

Say() 공개 메소드

Write a line of story text to the Say Dialog. Starts coroutine automatically.
public Say ( string text, bool clearPrevious, bool waitForInput, bool fadeWhenDone, bool stopVoiceover, AudioClip voiceOverClip, Action onComplete ) : void
text string The text to display.
clearPrevious bool Clear any previous text in the Say Dialog.
waitForInput bool Wait for player input before continuing once text is written.
fadeWhenDone bool Fade out the Say Dialog when writing and player input has finished.
stopVoiceover bool Stop any existing voiceover audio before writing starts.
voiceOverClip AudioClip Voice over audio clip to play.
onComplete Action Callback to execute when writing and player input have finished.
리턴 void

SetActive() 공개 메소드

Sets the active state of the Say Dialog gameobject.
public SetActive ( bool state ) : void
state bool
리턴 void

SetCharacter() 공개 메소드

Sets the active speaking character.
public SetCharacter ( Character character ) : void
character Character The active speaking character.
리턴 void

SetCharacterImage() 공개 메소드

Sets the character image to display on the Say Dialog.
public SetCharacterImage ( Sprite image ) : void
image Sprite
리턴 void

SetCharacterName() 공개 메소드

Sets the character name to display on the Say Dialog. Supports variable substitution e.g. John {$surname}
public SetCharacterName ( string name, Color color ) : void
name string
color Color
리턴 void

Start() 보호된 메소드

protected Start ( ) : void
리턴 void

Stop() 공개 메소드

Stop the Say Dialog while its writing text.
public Stop ( ) : void
리턴 void

StopPortraitTweens() 공개 정적인 메소드

Stops all active portrait tweens.
public static StopPortraitTweens ( ) : void
리턴 void

UpdateAlpha() 보호된 메소드

protected UpdateAlpha ( ) : void
리턴 void

프로퍼티 상세

activeSayDialogs 보호되어 있는 정적으로 프로퍼티

protected static List activeSayDialogs
리턴 List

canvasGroup 보호되어 있는 프로퍼티

protected CanvasGroup canvasGroup
리턴 CanvasGroup

currentCharacterImage 보호되어 있는 프로퍼티

protected Sprite currentCharacterImage
리턴 Sprite

fadeCoolDownTimer 보호되어 있는 프로퍼티

protected float fadeCoolDownTimer
리턴 float

fadeWhenDone 보호되어 있는 프로퍼티

protected bool fadeWhenDone
리턴 bool

speakingCharacter 보호되어 있는 정적으로 프로퍼티

protected static Character speakingCharacter
리턴 Character

startStoryTextInset 보호되어 있는 프로퍼티

protected float startStoryTextInset
리턴 float

startStoryTextWidth 보호되어 있는 프로퍼티

protected float startStoryTextWidth
리턴 float

stringSubstituter 보호되어 있는 프로퍼티

protected StringSubstituter stringSubstituter
리턴 StringSubstituter

targetAlpha 보호되어 있는 프로퍼티

protected float targetAlpha
리턴 float

writer 보호되어 있는 프로퍼티

protected Writer writer
리턴 Writer

writerAudio 보호되어 있는 프로퍼티

protected WriterAudio writerAudio
리턴 WriterAudio