This abstract class forms the base for IDialogueUI implementations in Unity GUI, NGUI, Daikon Forge GUI, and 2D Toolkit. More...
Public Member Functions | |
virtual void | Awake () |
Sets up the component. More... | |
virtual void | Start () |
Starts this instance by hiding everything. More... | |
virtual void | Open () |
Opens the conversation GUI. More... | |
virtual void | Close () |
Closes the conversation GUI. More... | |
virtual void | ShowAlert (string message, float duration) |
Shows an alert. More... | |
virtual void | HideAlert () |
Hides the alert if it's showing. More... | |
virtual void | Update () |
Updates this instance by hiding the alert message when it's done. More... | |
virtual void | ShowSubtitle (Subtitle subtitle) |
Shows the subtitle (NPC or PC) based on the character type. More... | |
virtual void | HideSubtitle (Subtitle subtitle) |
Hides the subtitle based on its character type (PC or NPC). More... | |
virtual void | ShowContinueButton (Subtitle subtitle) |
Shows the continue button. More... | |
virtual void | HideContinueButton (Subtitle subtitle) |
Hides the continue button. More... | |
virtual void | ShowResponses (Subtitle subtitle, Response[] responses, float timeout) |
Shows the player responses menu. More... | |
virtual void | HideResponses () |
Hides the player response menu. More... | |
virtual void | ShowQTEIndicator (int index) |
Shows a QTE indicator. More... | |
virtual void | HideQTEIndicator (int index) |
Hides a QTE indicator. More... | |
virtual void | OnClick (object data) |
Handles response button clicks. More... | |
virtual void | OnContinue () |
Handles the continue button being clicked. More... | |
virtual void | OnContinueAlert () |
virtual void | OnContinueConversation () |
virtual void | SetPCPortrait (Texture2D portraitTexture, string portraitName) |
Sets the PC portrait name and texture. More... | |
virtual void | SetActorPortraitTexture (string actorName, Texture2D portraitTexture) |
Sets the portrait texture for an actor. More... | |
Static Public Member Functions | |
static Texture2D | GetValidPortraitTexture (string actorName, Texture2D portraitTexture) |
Gets a valid portrait texture. More... | |
Protected Member Functions | |
virtual void | SetSubtitle (Subtitle subtitle, bool value) |
Sets a subtitle's content and visibility. More... | |
Properties | |
abstract AbstractUIRoot | UIRoot [get] |
Gets the user interface root. More... | |
abstract AbstractDialogueUIControls | Dialogue [get] |
Gets the dialogue controls. More... | |
abstract AbstractUIQTEControls | QTEs [get] |
Gets the QTE (Quick Time Event) indicators. More... | |
abstract AbstractUIAlertControls | Alert [get] |
Gets the alert message controls. More... | |
bool | IsOpen [get, set] |
Gets or sets a value indicating whether the dialogue UI (conversation interface) is open. More... | |
virtual bool | AreNonDialogueControlsVisible [get] |
Gets a value indicating whether non-conversation controls (e.g., alert message or QTEs) are visible. More... | |
Events | |
EventHandler< SelectedResponseEventArgs > | SelectedResponseHandler |
Occurs when the player selects a response. More... | |
Events inherited from PixelCrushers.DialogueSystem.IDialogueUI | |
EventHandler< SelectedResponseEventArgs > | SelectedResponseHandler |
Your implementation must define this event and make it public. More... | |
This abstract class forms the base for IDialogueUI implementations in Unity GUI, NGUI, Daikon Forge GUI, and 2D Toolkit.
It implements common code so that the specific implementation for each GUI system need only deal with the data structures specific to each GUI system.
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virtual |
Sets up the component.
Reimplemented in PixelCrushers.DialogueSystem.UnityUIDialogueUI, PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProDialogueUI, PixelCrushers.DialogueSystem.NGUI.NGUIDialogueUI, PixelCrushers.DialogueSystem.TK2D.TK2DDialogueUI, PixelCrushers.DialogueSystem.UnityGUI.UnityDialogueUI, and PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeDialogueUI.
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virtual |
Closes the conversation GUI.
Implements PixelCrushers.DialogueSystem.IDialogueUI.
Reimplemented in PixelCrushers.DialogueSystem.RPGKit.RPGKitDialogueUI.
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static |
Gets a valid portrait texture.
If the provided portraitTexture is null, grabs the default textures from the database.
actorName | Actor name. |
portraitTexture | Portrait texture. |
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virtual |
Hides the alert if it's showing.
Implements PixelCrushers.DialogueSystem.IDialogueUI.
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virtual |
Hides the continue button.
Call this after showing the subtitle. The ConversationView uses this to hide the continue button if the display setting for continue buttons is set to NotBeforeResponseMenu.
subtitle | Subtitle. |
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virtual |
Hides a QTE indicator.
index | Index of the QTE indicator. |
Implements PixelCrushers.DialogueSystem.IDialogueUI.
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virtual |
Hides the player response menu.
Implements PixelCrushers.DialogueSystem.IDialogueUI.
Reimplemented in PixelCrushers.DialogueSystem.UnityUIDialogueUI, and PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProDialogueUI.
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virtual |
Hides the subtitle based on its character type (PC or NPC).
subtitle | Subtitle to hide. |
Implements PixelCrushers.DialogueSystem.IDialogueUI.
Reimplemented in PixelCrushers.DialogueSystem.UnityUIDialogueUI, PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProDialogueUI, and PixelCrushers.DialogueSystem.NGUI.DualSubtitleNGUIDialogueUI.
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virtual |
Handles response button clicks.
data | The Response assigned to the button. This is passed back to the handler. |
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virtual |
Handles the continue button being clicked.
This sends OnConversationContinue to the DialogueManager object so the ConversationView knows to progress the conversation.
Reimplemented in PixelCrushers.DialogueSystem.NGUI.NGUIDialogueUI.
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virtual |
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virtual |
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virtual |
Opens the conversation GUI.
Implements PixelCrushers.DialogueSystem.IDialogueUI.
Reimplemented in PixelCrushers.DialogueSystem.UnityUIDialogueUI, PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProDialogueUI, PixelCrushers.DialogueSystem.NGUI.NGUIDialogueUI, and PixelCrushers.DialogueSystem.RPGKit.RPGKitDialogueUI.
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virtual |
Sets the portrait texture for an actor.
This is used to immediately update the GUI control if the SetPortrait() sequencer command changes the portrait texture.
actorName | Actor name in database. |
portraitTexture | Portrait texture. |
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virtual |
Sets the PC portrait name and texture.
portraitTexture | Portrait texture. |
portraitName | Portrait name. |
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protectedvirtual |
Sets a subtitle's content and visibility.
subtitle | Subtitle. The speaker recorded in the subtitle determines whether the NPC or PC subtitle controls are used. |
value | true to show; false to hide. |
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virtual |
Shows an alert.
message | Message to show. |
duration | Duration in seconds. |
Implements PixelCrushers.DialogueSystem.IDialogueUI.
Reimplemented in PixelCrushers.DialogueSystem.UnityUIDialogueUI, PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProDialogueUI, PixelCrushers.DialogueSystem.NGUI.NGUIDialogueUI, and PixelCrushers.DialogueSystem.RPGKit.RPGKitDialogueUI.
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virtual |
Shows the continue button.
subtitle | Subtitle. |
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virtual |
Shows a QTE indicator.
index | Index of the QTE indicator. |
Implements PixelCrushers.DialogueSystem.IDialogueUI.
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virtual |
Shows the player responses menu.
subtitle | The last subtitle, shown as a reminder. |
responses | Responses. |
timeout | If not 0 , the duration in seconds that the player has to choose a response; otherwise the currently-focused response is auto-selected. If no response is focused (e.g., hovered over), the first response is auto-selected. If 0 , there is no timeout; the player can take as long as desired to choose a response. |
Implements PixelCrushers.DialogueSystem.IDialogueUI.
Reimplemented in PixelCrushers.DialogueSystem.UnityUIDialogueUI, PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProDialogueUI, and PixelCrushers.DialogueSystem.NGUI.DualSubtitleNGUIDialogueUI.
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virtual |
Shows the subtitle (NPC or PC) based on the character type.
subtitle | Subtitle to show. |
Implements PixelCrushers.DialogueSystem.IDialogueUI.
Reimplemented in PixelCrushers.DialogueSystem.UnityUIDialogueUI, PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProDialogueUI, PixelCrushers.DialogueSystem.NGUI.NGUIDialogueUI, PixelCrushers.DialogueSystem.NGUI.NGUIDialogueBarkUI, PixelCrushers.DialogueSystem.NGUI.DualSubtitleNGUIDialogueUI, and PixelCrushers.DialogueSystem.UnityUIBarkSubtitleDialogueUI.
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virtual |
Starts this instance by hiding everything.
The only exception is if an alert message is already showing; it keeps this message visible.
Reimplemented in PixelCrushers.DialogueSystem.TK2D.TK2DDialogueUI, and PixelCrushers.DialogueSystem.RPGKit.RPGKitDialogueUI.
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virtual |
Updates this instance by hiding the alert message when it's done.
Reimplemented in PixelCrushers.DialogueSystem.UnityUIDialogueUI, and PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProDialogueUI.
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get |
Gets the alert message controls.
The alert message controls
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getprotected |
Gets a value indicating whether non-conversation controls (e.g., alert message or QTEs) are visible.
true
if non-conversation controls are visible; otherwise, false
.
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get |
Gets the dialogue controls.
The dialogue controls.
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getset |
Gets or sets a value indicating whether the dialogue UI (conversation interface) is open.
true
if open; otherwise, false
.
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get |
Gets the QTE (Quick Time Event) indicators.
The QTE indicators.
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get |
Gets the user interface root.
The user interface root.
EventHandler<SelectedResponseEventArgs> PixelCrushers.DialogueSystem.AbstractDialogueUI.SelectedResponseHandler |
Occurs when the player selects a response.