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Textdisplay Spoken Cinematic

Display a spoken dialogue using TextDisplay during a cinematic

字段

字段类型默认值描述
segmentsList<TextDisplaySpokenSegment>empty—
TextDisplaySpokenSegment(3)
字段类型默认值描述
startFrameInt0—
endFrameInt0—
textVar<String>—The text to display to the player.占位符颜色多行
positionVar<Position>ORIGINPosition where to display the TextDisplay. Use the position capture tool in-game or format: 'world,x,y,z,yaw,pitch' (e.g., 'world,22,232,-21,0,0')
scaleVar<Double>1.0Scale of the TextDisplay
showBackgroundVar<Boolean>trueWhether to show background behind the text
backgroundColorVar<Color>—Background color for the main text
speakerBackgroundColorVar<Color>—Background color for the speaker name
textOpacityVar<Double>1.0Text opacity (0.0 to 1.0)
viewRangeVar<Double>64.0View range for the TextDisplay
appearanceDelayVar<Duration>ofSeconds(1)Délai d'apparition du texte (en secondes)
animationDurationVar<Duration>ofSeconds(2)Durée d'animation du texte (en secondes)
TypeWriter 通用字段(criteria, speaker)
字段类型默认值描述
criteriaList<Criteria>empty—
speakerRef<SpeakerEntry>——

How to use it​

Add this entry to a cinematic page and draw one segment per line of speech. Each segment has startFrame, endFrame and a text.

  • Timing. At the start of a segment the text waits appearanceDelay, then types out over animationDuration. Both are converted at 20 frames per second.
  • Position. position fixes the text in the world. When it is empty, the text appears 3 blocks in front of the player at eye height.
  • Speaker. The speaker name is shown above the text and the speaker sound plays at the start of each segment.
  • The display always faces the camera and uses backgroundColor for both the name and the text.
  • The cinematic does not move the player; the text is not interactive.