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Namespace mobisim.Dialogue

Namespaces​

Classes​

Represents an actor/entity involved in the dialogue system. Links dialogue lines to a specific speaker or listener in the scene.

The initial state of a typewriter clip where the clip begins. Triggers the clip begin event and transitions immediately to the update state.

A rule entry representing a single chat message, designed for phone or chat-style dialogue systems.

Handles incoming ChatEntry objects by displaying them as chat messages inside the configured chat-like message panel. Determines ownership of each message to present it with the appropriate owned or received style using the corresponding prefab.

A responder component for handling DialogueEntry typewriter entries. Passes the entry data to a linked DialoguePresenter to update the dialogue bubble UI.

A rule entry representing a single dialogue line.

Responds to incoming DialogueEntry messages by displaying them in a chat-like message panel UI. Supports displaying owned (speaker) and received messages, as well as thought messages with separate prefabs. Utilizes object pooling for message presenters to optimize performance.

A component that controls the presentation of dialogue entries in the UI. Handles displaying dialogue text, switching between speech and thought bubbles, playing associated audio clips, and applying the typewriter text effect.

The final state of a typewriter clip. Invokes the clip end event and clears the current state to signal completion.

Provides extension methods and utilities for resolving and interacting with IEntryResponser components.

Represents a global scope within the dialogue system. Used to define facts or context that apply across the entire game session.

A rule entry representing an instructional message within the dialogue or narrative system. Instruction entries are used to deliver important guidance, warnings, or directives to specific listeners (e.g., the player) during gameplay.

Responds to incoming InstructionEntry messages by displaying them as message UI elements in the specified message panel. Creates and manages an object pool of message presenters to efficiently handle repeated display of instruction entries.

Controls the presentation and animation of the message panel UI. This component is responsible for displaying messages, handling notification indicators, and managing smooth open/close animations using DOTween. It also exposes methods to instantiate message presenters, integrate with pooling, and handle message expiration behavior.

Controls the presentation of a single chat or notification message. Responsible for displaying icon, text, background colors, playing associated audio, and tracking optional lifetime expiration for auto-removal. This presenter only manages the visuals and behavior of an individual message, not the chat canvas or list of messages as a whole.

A rule entry representing a phone-style notification message within the dialogue or narrative system.

Handles incoming NotificationEntry objects by displaying them as notification messages within the configured message panel. Uses an object pool of message presenters for performance-efficient reuse of notification UI elements.

Represents a scene-specific scope within the dialogue system. Used to define facts or context that apply only to the current scene.

Links a Typewriter ActorEntry with a scene GameObject. This component registers itself globally so the dialogue system can associate dialogue entries with the corresponding in-scene actor.

Represents a single clip or segment in the typewriter sequencing system, managing its lifecycle via a state machine.

Implements ITypewriterContext with a three-tier blackboard hierarchy: global (across all scenes), scene-scoped (cleared on scene unload), and object-local (per-instance variables).

A time-stamped record representing a single Typewriter entry event, including metadata such as the entry's unique key, type, and a descriptive message. Used to record the state or progression of dialogue entries for logging or analytics.

A component that links a Typewriter event entry to an in-scene GameObject. This allows triggering custom dialogue events manually from scripts or through the editor. Useful for testing or for triggering events at runtime in response to gameplay logic.

Drives Aarthificial Typewriter dialogue clips during driving scenarios, dispatching each incoming entry to the correct TypewriterActor responder and logging the event sequence for post-hoc study analysis.

A specialized data log container for Typewriter sequencer events, storing an array of time-stamped records representing the dialogue or event sequence.

Utility class providing helper methods related to the Typewriter Sequencer system.

State responsible for updating the clip over time, handling visual expiration and autoplay timing. Invokes update events each frame and triggers expire event when lifetime is reached. Advances clip to end state once autoplay duration has elapsed.

Interfaces​

interfaceIAudioEntry

Interface for entries that can provide audio playback functionality.

interfaceIAutoplayable

Interface for entries that can be autoplayed.

interfaceIClipState

Interface defining the contract for a clip state in the typewriter sequencer. Each state must implement entering behavior and update logic.

interfaceIColorEntry

Interface for entries that expose up to four colors. This is intended for external systems to query colors associated with an entry. The maximum number of colors is limited to four for simplicity.

Generic interface for handling typewriter entries of a specific subtype of BaseEntry. Inherits from IEntryResponser to support both strongly-typed and loosely-typed entry processing.

Non-generic base interface for responding to incoming typewriter entries of type BaseEntry or its subtypes. Components implementing this interface handle entries by executing logic specific to the entry's purpose.

interfaceIHasLifeTime

Interface for entries that has lifetime.

interfaceIHasListeners

Interface for entries that have one or more listener actors.

interfaceIHasSpeaker

Interface for entries that have an associated speaker actor.

Interface for entries that can be interrupted mid entry and move on to next

interfaceIInterruptor

Interface for entries that can interrupt other entry

interfaceISpriteEntry

Interface for entries with icon or display image

interfaceITextEntry

Interface for entries with text to display

Enums​

Specifies whether the dialogue is spoken out loud or represents an internal thought.