Dialogue Speaker

🗣️ DialogueSpeaker Class

Represents a character in dialogue.

Namespace: Esper.FeelSpeak.UI Inherits from: MonoBehaviour Type: abstract class


📦 Fields

Access
Field
Type
Description

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

Access
Property
Type
Description

public

HasCharacter

bool

If a character has been set.

public

Bubble

EmotionBubble

The emotion bubble.


🧰 Methods

Access
Method
Returns
Description

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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