PixelCrushers.DialogueSystem.IBarkUI Interface Reference

Interface for bark UI components. More...

Inheritance diagram for PixelCrushers.DialogueSystem.IBarkUI:

Public Member Functions

void Bark (Subtitle subtitle)
 Barks the specified subtitle. More...
 
void Hide ()
 Hides the currently-playing bark. More...
 

Properties

bool IsPlaying [get]
 Indicates or sets whether a bark is playing. More...
 

Detailed Description

Interface for bark UI components.

A bark is a one-off line of dialogue, typically spoken by an NPC for atmosphere (e.g., "Nice weather today"). Barks can also be used to give the player an idea of an NPC's internal state (e.g., "I'm reloading. Cover me!").

To display barks text, the dialogue system uses a component that implements the IBarkUI interface. See UnityBarkUI for a reference implementation that uses Unity GUI to display text above the NPC's head.

Typically the IBarkUI implementation is attached to the character that needs to bark. You can disable subtitles by disabling the bark UI.

If a bark dialogue entry has a sequence, the BarkController also plays the sequence in addition to using IBarkUI to show the text.

Member Function Documentation

◆ Bark()

◆ Hide()

Property Documentation

◆ IsPlaying

bool PixelCrushers.DialogueSystem.IBarkUI.IsPlaying
get

Indicates or sets whether a bark is playing.


The documentation for this interface was generated from the following file: