Firstborn/Assets/RPG Creation Kit/Scripts/Interfaces/IDialoguable.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RPGCreationKit.DialogueSystem;
namespace RPGCreationKit
{
/// <summary>
/// Used on objects that can be talked to, with the player or other Dialoguables.
/// </summary>
public interface IDialoguable
{
/// <summary>
/// Sets the Speaker Index to the entity
/// </summary>
/// <param name="index"></param>
void SetSpeakerIndex(int index);
int GetSpeakerIndex();
/// <summary>
/// Initializes the dialogue logic
/// </summary>
/// <param name="entities">On the entities:</param>
/// <param name="dialogue">Given the graph:</param>
void DialogueLogic(IDialoguable[] entities, DialogueGraph dialogue);
/// <summary>
/// Executes a DialogueNode
/// </summary>
/// <param name="_node">The node</param>
/// <param name="_entities">On the entities</param>
/// <returns></returns>
IEnumerator ExecuteDialogueNode(XNode.Node _node, IDialoguable[] _entities);
/// <summary>
/// The Entity will reach the target and speak to it with its current DialogueGraph
/// </summary>
/// <param name="entity"></param>
void SpeakToEntity(IDialoguable target);
/// <summary>
/// The entity will change its current DialogueGraph
/// </summary>
/// <param name="_newDialogueGraph">The new DialogueGraph</param>
void ChangeDialogueGraph(DialogueGraph _newDialogueGraph);
/// <summary>
/// Returns true if the Dialoguable Entity can perform a conversation.
/// </summary>
/// <returns></returns>
bool CanDialogue();
/// <summary>
/// Gets the name of the dialoguable entity
/// </summary>
/// <returns></returns>
string GetDialoguableName();
/// <summary>
/// Code that runs as soon as someone starts talking with this entity
/// </summary>
void OnDialogueStarts(GameObject target);
/// <summary>
/// Code that runs when the entity has finished dialoguing.
/// </summary>
void OnDialogueEnds(GameObject target);
/// <summary>
/// Gets the current DialogueGraph of the entity
/// </summary>
/// <returns></returns>
DialogueGraph GetCurrentDialogueGraph();
/// <summary>
/// Called when the entity has to speak a line of dialogue.
/// </summary>
/// <param name="currentNode"></param>
void OnSpeakALine(NPCDialogueLineNode currentNode);
/// <summary>
/// Called when the entity finish his line, usually used to reset its state.
/// </summary>
void OnFinishedSpeakingALine();
/// <summary>
/// Gets the entity transform, used to look at the entity while speaking to it. This can be null.
/// </summary>
/// <returns></returns>
Transform GetEntityLookAtPos();
/// <summary>
/// Gets the GameObject of this Dialoguable.
/// </summary>
/// <returns></returns>
GameObject GetEntityGameObject();
/// <summary>
/// Plays an audio clip, usually the voice file of the current dialogue line.
/// </summary>
/// <param name="clip">The clip to play</param>
void PlayAudioClip(AudioClip clip);
/// <summary>
/// Stops any audio clip this IDialoguable is playing.
/// </summary>
void StopAudio();
/// <summary>
/// Returns wheter or not the entity is speaking a line or not.
/// </summary>
/// <returns></returns>
bool IsTalking();
Animator GetAnimator();
void ForceToStopDialogue();
}
}