UI Spoken Cinematic
UI Spoken Cinematic
A line spoken in GUI space during a cinematic. The only dialogue a cinematic needs. A cinematic already owns the camera and the pacing, so there is nothing for the player to answer and nothing to time out: ui_option deliberately has no cinematic twin, and a scene that must ask something ends and hands over to a dialogue. It draws through the very renderer ui_spoken uses. That is the point of reusing it: a line looks the same whether the scene is played or walked into, and the house style is one entry for both. Every optional field is NULLABLE and coalesced where it is read. Gson does not apply Kotlin constructor defaults, so a field absent from a page arrives as null whatever the declaration says.
字段
| 字段 | 类型 | 默认值 | 描述 | ||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
segments | List<UiSpokenCinematicSegment> | empty | —
|
| 字段 | 类型 | 默认值 | 描述 |
|---|---|---|---|
startFrame | Int | 0 | — |
endFrame | Int | 0 | — |
text | Var<String>? | — | What is said占位符颜色多行 |
duration | Var<Duration>? | — | How long the line takes to type out; leave empty to type over the whole segment |
styleRef<UiDialogueStyleEntry>?portraitVar<String>?TypeWriter 通用字段(criteria, speaker)
| 字段 | 类型 | 默认值 | 描述 |
|---|---|---|---|
criteria | List<Criteria> | empty | — |
speaker | Ref<SpeakerEntry> | — | Who is speaking; their name is drawn above the frame |