Character
🧍 Character Class
Represents a character that can speak, display emotions, and interact with localized systems in the FeelSpeak framework.
Namespace:
Esper.FeelSpeakInherits from:FeelSpeakObjectType:class
📦 Fields
public
sprite
Sprite
The base sprite that represents the character.
public
idleSpriteAnimation
SpriteAnimation
The base sprite animation of the character when not talking.
public
talkingSpriteAnimation
SpriteAnimation
The base sprite animation of the character when talking.
public
localizedDisplayNames
List<LocaleString>
A list of localized names.
public
characterName
string
Used when localization is disabled and/or for searching purposes.
public
textSound
AudioClip
The sound that plays for each dialogue character.
public
textColor
Color
The text color of this character.
public
characterEmotions
List<CharacterEmotion>
All character emotion data.
🧾 Properties
public
DatabaseRecord
CharacterRecord
Snapshot of the character data for the database.
📁 Static Fields
public static
resourcesPath
string
Path to all generated character objects relative to the Resources folder.
🧰 Methods
public
UpdateDatabaseRecord()
void
Updates the record of this object in the database.
public
GetSpriteAnimation(bool isSpeaking, Emotion emotion = null)
SpriteAnimation
Gets a sprite animation for the specific emotion if available. If emotion is null, the base animations will be returned if available.
public
CreateCopy()
Character
Creates a copy of this character.
public
CopyData(Character other)
void
Copies all data from another character (excluding ID).
public
GetName()
string
Gets the character name for the selected locale or the fallback name.
public
GetCharacterEmotion(Emotion emotion)
CharacterEmotion
Gets the character emotion settings by an emotion.
public
GetSprite(Emotion emotion = null)
Sprite
Gets the sprite associated with the given emotion, or the default.
public
GetEmotionSoundOverride(Emotion emotion)
AudioClip
Returns the sound override for the specified emotion, if any.
public
GetTextSoundOverride(Emotion emotion)
AudioClip
Returns the text sound override for the specified emotion, if any.
public
GetAnimationNameOverride(Emotion emotion)
string
Returns the animation name override for the specified emotion, or empty string.
public
GetAnimationOverride(Emotion emotion)
(string, int)
Returns the animation name and layer index override for the specified emotion, or an empty string and -1.
public
ValidateLocalizedNames(bool skipInitialization = false)
void
Ensures all locales have a corresponding display name.
public
RebuildCharacterEmotionsList(List<Emotion> emotions)
void
Rebuilds the emotion list from a given list of emotions.
🧩 Nested Structs
public struct CharacterEmotion
public struct CharacterEmotionRepresents emotion-specific overrides for this character.
public
emotion
Emotion
The emotion reference.
public
sprite
Sprite
Sprite for this emotion.
public
idleSpriteAnimation
SpriteAnimation
The sprite animation for this emotion when not talking.
public
talkingSpriteAnimation
SpriteAnimation
The sprite animation for this emotion when talking.
public
soundOverride
AudioClip
Optional override for the emotion sound.
public
textSoundOverride
AudioClip
Optional override for the text sound.
public
animationNameOverride
string
Optional override for the animation name.
public
animationLayerOveride
int
Optional override for the animation layer index.
Getting a Character
You can get a Character at runtime with their ID or name with the FeelSpeak.GetCharacter method.
var myCharacter = FeelSpeak.GetCharacter("character name");Last updated