Emotion
😊 Emotion Class
Represents a character emotion with visual, audio, animation, and localization data.
Namespace:
Esper.FeelSpeakInherits from:FeelSpeakObjectType:class
📦 Fields
public
sprite
Sprite
A sprite that visually represents the emotion.
public
localizedDisplayNames
List<LocaleString>
Localized names for the emotion.
public
emotionName
string
Name of the emotion (used for fallback and search).
public
textSpeedMultiplier
float
Multiplier for text speed during dialogue.
public
textColor
Color
Text color for dialogue using this emotion.
public
sound
AudioClip
Sound played when the emotion is used.
public
animationName
string
Name of the animation to trigger.
public
animationLayer
int
The layer index of the animation to trigger.
🧾 Properties
public
DatabaseRecord
EmotionRecord
Returns a snapshot of this emotion’s database data.
📁 Static Fields
public static
resourcesPath
string
Path to emotion assets relative to the Resources folder.
🧰 Methods
public
UpdateDatabaseRecord()
void
Updates the record of this object in the database.
public
CreateCopy()
Emotion
Creates and returns a copy of this emotion.
public
CopyData(Emotion other)
void
Copies all data from another emotion, excluding ID.
public
GetName()
string
Returns the localized name or fallback if localization is disabled.
public
ValidateLocalizedNames(bool skipInitialization = false)
void
Ensures all locales have corresponding name entries.
Getting an Emotion
You can get an Emotion at runtime with its ID or name with the FeelSpeak.GetEmotion method.
var myEmotion = FeelSpeak.GetEmotion("emotion name");Last updated