Speaker

🧍 Speaker Class

Represents a character in the game world that can speak.

Namespace: Esper.FeelSpeak.Overworld Inherits from: MonoBehaviour Type: class


📦 Fields

Access
Field
Type
Description

public

character

Character

The character.

public

dialogue

DialogueGraph

The dialogue that is triggered when interacting with this speaker.

public

emotionBubble

EmotionBubble

The emotion bubble used by this speaker.

public

voiceAudioSource

AudioSource

The audio source for the character's voice.

public

inRangeIndicator

GameObject

An object that is enabled when the player is in range of the speaker.

public

onInteracted

UnityEvent

A callback for when the player has interacted with this speaker.

protected

animator

Animator

The animator component.

protected

interactionAction

Action

The action to invoke when Interact() is called.


📋 Properties

Access
Property
Type
Description

public

IsSpeaking

bool

If this speaker is currently speaking.


🧰 Methods

Access
Method
Returns
Description

protected

Awake()

void

Unity lifecycle method for initialization.

private

OnTriggerEnter(Collider other)

void

Handles 3D trigger enter events.

private

OnTriggerEnter2D(Collider2D collision)

void

Handles 2D trigger enter events.

private

OnTriggerExit(Collider other)

void

Handles 3D trigger exit events.

private

OnTriggerExit2D(Collider2D collision)

void

Handles 2D trigger exit events.

private

OnDestroy()

void

Unity lifecycle method for cleanup.

public

PlayAnimation(string animationName, int layer = -1)

void

Plays an animation.

public

StopVoiceLine()

void

Stops the currently playing voice line.

public

PlayVoiceLine(AudioClip audioClip)

void

Plays a voice line audio clip.

public

TriggerDialogue()

void

Starts dialogue with this speaker.

public

Interact()

void

Interacts with the speaker (invokes interaction action).

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