Dialogue Speaker
🗣️ DialogueSpeaker Class
Represents a character in dialogue.
Namespace:
Esper.FeelSpeak.UIInherits from:MonoBehaviourType:abstract class
📦 Fields
public
speaker
Speaker
The speaker.
public
currentEmotion
Emotion
The current emotion of the speaker.
public
emotionBubble
EmotionBubble
The emotion bubble to use. This will be prioritized over the emotion bubble set at the speaker level.
protected
spriteAnimationCoroutine
Coroutine
The active sprite animation coroutine.
📋 Properties
public
HasCharacter
bool
If a character has been set.
public
Bubble
EmotionBubble
The emotion bubble.
🧰 Methods
public abstract
SetActive(Color?)
void
Visually sets this speaker as active.
public abstract
SetInactive(Color?)
void
Visually sets this speaker as inactive.
public abstract
SetData(DialogueNode)
void
Sets the speaker data based on a dialogue node.
public abstract
UpdateElements()
void
Updates the UI elements.
public abstract
SpriteAnimationCoroutine()
IEnumerator
A coroutine that handles the sprite animation.
public
StartSpriteAnimation()
void
Starts the sprite animation.
public
StopSpriteAnimation()
void
Stops the sprite animation.
public
IsActive()
bool
If this speaker is the active one.
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