45 lines
1.5 KiB (Stored with Git LFS)
C#
45 lines
1.5 KiB (Stored with Git LFS)
C#
// Copyright (c) Pixel Crushers. All rights reserved.
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namespace PixelCrushers.DialogueSystem
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{
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/// <summary>
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/// Interface for bark UI components. A bark is a one-off line of dialogue, typically spoken
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/// by an NPC for atmosphere (e.g., "Nice weather today"). Barks can also be used to give the
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/// player an idea of an NPC's internal state (e.g., "I'm reloading. Cover me!").
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///
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/// To display barks text, the dialogue system uses a component that implements the IBarkUI
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/// interface. See UnityBarkUI for a reference implementation that uses Unity GUI to display
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/// text above the NPC's head.
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///
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/// Typically the IBarkUI implementation is attached to the character that needs to bark.
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/// You can disable subtitles by disabling the bark UI.
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/// </summary>
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/// <remarks>
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/// If a bark dialogue entry has a sequence, the BarkController also plays the sequence in
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/// addition to using IBarkUI to show the text.
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/// </remarks>
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public interface IBarkUI
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{
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/// <summary>
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/// Barks the specified subtitle. Your implementation should do something with the text
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/// in the FormattedText field.
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/// </summary>
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/// <param name='subtitle'>The subtitle to bark.</param>
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void Bark(Subtitle subtitle);
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/// <summary>
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/// Hides the currently-playing bark.
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/// </summary>
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void Hide();
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/// <summary>
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/// Indicates or sets whether a bark is playing.
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/// </summary>
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bool isPlaying { get; }
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}
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}
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