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Class SpeechComponent

Component required for entities to be able to speak. (TODO: Entities can speak fine without this, this only forbids them speak if they have it and enabled is false.) Contains the option to let entities make noise when speaking, change speech verbs, datafields for the sounds in question, and relevant AudioParams.

Inheritance
System.Object
SpeechComponent
Namespace: Content.Shared.Speech
Assembly: Content.Shared.dll
Syntax
public sealed class SpeechComponent : Component

Fields

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AudioParams

Declaration
public AudioParams AudioParams
Field Value
Type Description
Robust.Shared.Audio.AudioParams
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Enabled

Declaration
public bool Enabled
Field Value
Type Description
System.Boolean
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LastTimeSoundPlayed

Declaration
public TimeSpan LastTimeSoundPlayed
Field Value
Type Description
TimeSpan
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SpeechSounds

Declaration
public ProtoId<SpeechSoundsPrototype>? SpeechSounds
Field Value
Type Description
System.Nullable<Robust.Shared.Prototypes.ProtoId<SpeechSoundsPrototype>>
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SpeechVerb

What speech verb prototype should be used by default for displaying this entity's messages?

Declaration
public ProtoId<SpeechVerbPrototype> SpeechVerb
Field Value
Type Description
Robust.Shared.Prototypes.ProtoId<SpeechVerbPrototype>
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SuffixSpeechVerbs

A mapping from chat suffixes loc strings to speech verb prototypes that should be conditionally used. For things like '?' changing to 'asks' or '!!' making text bold and changing to 'yells'. Can be overridden if necessary.

Declaration
public Dictionary<string, ProtoId<SpeechVerbPrototype>> SuffixSpeechVerbs
Field Value
Type Description
Dictionary<System.String, Robust.Shared.Prototypes.ProtoId<SpeechVerbPrototype>>

Properties

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SoundCooldownTime

Declaration
public float SoundCooldownTime { get; set; }
Property Value
Type Description
System.Single
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