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167 lines
3.5 KiB
Haxe
167 lines
3.5 KiB
Haxe
package funkin.data.dialogue.conversation;
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/**
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* A type definition for the data for a specific conversation.
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* It includes things like what dialogue boxes to use, what text to display, and what animations to play.
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* @see https://lib.haxe.org/p/json2object/
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*/
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typedef ConversationData =
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{
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/**
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* Semantic version for conversation data.
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*/
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public var version:String;
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/**
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* Data on the backdrop for the conversation.
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*/
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@:jcustomparse(funkin.data.DataParse.backdropData)
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public var backdrop:BackdropData;
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/**
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* Data on the outro for the conversation.
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*/
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@:jcustomparse(funkin.data.DataParse.outroData)
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@:optional
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public var outro:Null<OutroData>;
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/**
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* Data on the music for the conversation.
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*/
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@:optional
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public var music:Null<MusicData>;
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/**
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* Data for each line of dialogue in the conversation.
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*/
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public var dialogue:Array<DialogueEntryData>;
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}
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/**
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* Data on the backdrop for the conversation, behind the dialogue box.
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* A custom parser distinguishes between backdrop types based on the `type` field.
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*/
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enum BackdropData
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{
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SOLID(data:BackdropData_Solid); // 'solid'
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}
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/**
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* Data for a Solid color backdrop.
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*/
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typedef BackdropData_Solid =
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{
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/**
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* Used to distinguish between backdrop types. Should always be `solid` for this type.
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*/
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var type:String;
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/**
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* The color of the backdrop.
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*/
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var color:String;
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/**
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* Fade-in time for the backdrop.
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* @default No fade-in
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*/
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@:optional
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@:default(0.0)
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var fadeTime:Float;
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};
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enum OutroData
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{
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NONE(data:OutroData_None); // 'none'
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FADE(data:OutroData_Fade); // 'fade'
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}
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typedef OutroData_None =
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{
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/**
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* Used to distinguish between outro types. Should always be `none` for this type.
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*/
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var type:String;
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}
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typedef OutroData_Fade =
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{
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/**
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* Used to distinguish between outro types. Should always be `fade` for this type.
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*/
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var type:String;
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/**
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* The time to fade out the conversation.
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* @default 1 second
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*/
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@:optional
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@:default(1.0)
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var fadeTime:Float;
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}
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typedef MusicData =
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{
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/**
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* The asset to play for the music.
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*/
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var asset:String;
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/**
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* The time to fade in the music.
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*/
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@:optional
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@:default(0.0)
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var fadeTime:Float;
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@:optional
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@:default(false)
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var looped:Bool;
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};
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/**
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* Data on a single line of dialogue in a conversation.
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*/
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typedef DialogueEntryData =
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{
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/**
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* Which speaker is speaking.
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* @see `SpeakerData.hx`
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*/
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public var speaker:String;
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/**
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* The animation the speaker should play for this line of dialogue.
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*/
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public var speakerAnimation:String;
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/**
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* Which dialogue box to use for this line of dialogue.
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* @see `DialogueBoxData.hx`
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*/
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public var box:String;
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/**
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* Which animation to play for the dialogue box.
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*/
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public var boxAnimation:String;
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/**
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* The text that will display for this line of dialogue.
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* Text will automatically wrap.
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* When the user advances the dialogue, the next entry in the array will concatenate on.
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* Advancing when the last entry is displayed will move to the next `DialogueEntryData`,
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* or end the conversation if there are no more.
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*/
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public var text:Array<String>;
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/**
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* The relative speed at which text gets "typed out".
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* Setting `speed` to `1.5` would make it look like the character is speaking quickly,
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* and setting `speed` to `0.5` would make it look like the character is emphasizing each word.
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*/
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@:optional
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@:default(1.0)
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public var speed:Float;
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};
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