new(name:String, position:String)
charData:Access
curAnimContext:DialogueCharAnimContext = NONE
curTween:FlxTween
cutscene:DialogueCutscene = DialogueCutscene.cutscene
defPath:String = "dialogue/characters/"
defaultAnim:String = "normal"
dialogueCharScript:Script
positionName:String
finishAnimCallback:String ‑> Void = null
hide(?animation:String, force:Bool = false):Void
show(x:Float, y:Float, ?animation:String, force:Bool = false):Void
animDatas:Map<String, AnimData> = []
animOffsets:Map<String, FlxPoint> = new Map<String,FlxPoint>()
animateAtlas:FlxAnimate
beatAnims:Array<BeatAnim> = []
beatInterval:Int = 2
ODD interval -> asynced; EVEN interval -> synced
beatOffset:Int = 0
debugMode:Bool = false
extra:Map<String, Dynamic> = []
initialZoom:Float = 1
lastAnimContext:PlayAnimContext = DANCE
name:String
skipNegativeBeats:Bool = false
spriteAnimType:XMLAnimType = NONE
zoomFactor:Float = 1
addOffset(name:String, x:Float = 0, y:Float = 0):Void
copyAtlasValues():Void
getAnim(name:String):OneOfTwo<FlxAnimation, FlxSymbolAnimation>
inlinegetAnimName():String
inlinegetAnimOffset(name:String):Null<FlxPoint>
inlinegetNameList():Array<String>
inlinehasAnimation(AnimName:String):Bool
inlineisAnimAtEnd():Bool
inlineisAnimFinished():Bool
inlineisAnimReversed():Bool
loadSprite(path:String, Unique:Bool = false, ?Key:String):Void
measureHit(curMeasure:Int):Void
onPropertySet(property:String, value:Dynamic):Void
inlineremoveAnimation(name:String):Void
stepHit(curBeat:Int):Void
inlinestopAnimation():Void
switchOffset(anim1:String, anim2:String):Void