PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI Class Reference

Implements IBarkUI using Daikon Forge GUI to show bark text above a character's head. More...

Inheritance diagram for PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI:
Collaboration diagram for PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI:

Public Member Functions

void Start ()
 Starts the component by adding and/or setting up a bark label. More...
 
void Update ()
 Updates the seconds left and hides the label if time is up. More...
 
void OnDestroy ()
 If the barker is destroyed, also destroy its bark label. More...
 
void Bark (Subtitle subtitle)
 Barks the specified subtitle. More...
 
void Hide ()
 Hides the currently-playing bark. More...
 

Public Attributes

dfLabel template
 If assigned, the bark uses this template when creating a dfLabel. More...
 
bool includeName
 Set true to include the barker's name in the text. More...
 
Transform overrideBarkerTransform
 If set, barks follow this transform instead of the barker's. More...
 
Vector3 offset = new Vector3(0f, 2f, 0f)
 The offset from the object's transform. More...
 
dfAtlas atlas
 The atlas containing the font to use for the bark text. More...
 
dfFontBase font
 The font to use for the bark text. More...
 
Color color = Color.white
 The color to use for the bark text. More...
 
bool outline = true
 true to use an outline. More...
 
bool shadow = false
 true to use a drop-shadow. More...
 
float duration = 5f
 The duration in seconds to show the bark text before fading it out. More...
 
bool waitUntilSequenceEnds
 Set true to keep the bark text onscreen until the sequence ends. More...
 
bool checkIfPlayerVisible = true
 Set true to run a raycast to the player. More...
 
LayerMask visibilityLayerMask = 1
 The layer mask to use when checking for player visibility. More...
 

Properties

bool IsPlaying [get]
 Indicates whether a bark is playing or not. More...
 
- Properties inherited from PixelCrushers.DialogueSystem.IBarkUI
bool IsPlaying [get]
 Indicates or sets whether a bark is playing. More...
 

Detailed Description

Implements IBarkUI using Daikon Forge GUI to show bark text above a character's head.

To use this component, add it to an NPC. You must also set up a single DaikonForgeBarkRoot in your Daikon Forge UI. All DaikonForgeBarkUI instances will add their labels to this DaikonForgeBarkRoot. Instead of using the appearance properties below (font, color, outline, etc.), you can create a template label in the bark root and assign the template property. The bark UI system will use this template instead.

Member Function Documentation

◆ Bark()

void PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.Bark ( Subtitle  subtitle)

Barks the specified subtitle.

Parameters
subtitleSubtitle to bark.

Implements PixelCrushers.DialogueSystem.IBarkUI.

◆ Hide()

void PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.Hide ( )

Hides the currently-playing bark.

Implements PixelCrushers.DialogueSystem.IBarkUI.

◆ OnDestroy()

void PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.OnDestroy ( )

If the barker is destroyed, also destroy its bark label.

◆ Start()

void PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.Start ( )

Starts the component by adding and/or setting up a bark label.

◆ Update()

void PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.Update ( )

Updates the seconds left and hides the label if time is up.

Member Data Documentation

◆ atlas

dfAtlas PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.atlas

The atlas containing the font to use for the bark text.

◆ checkIfPlayerVisible

bool PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.checkIfPlayerVisible = true

Set true to run a raycast to the player.

If the ray is blocked (e.g., a wall blocks visibility to the player), don't show the bark.

◆ color

Color PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.color = Color.white

The color to use for the bark text.

◆ duration

float PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.duration = 5f

The duration in seconds to show the bark text before fading it out.

◆ font

dfFontBase PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.font

The font to use for the bark text.

◆ includeName

bool PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.includeName

Set true to include the barker's name in the text.

◆ offset

Vector3 PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.offset = new Vector3(0f, 2f, 0f)

The offset from the object's transform.

◆ outline

bool PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.outline = true

true to use an outline.

◆ overrideBarkerTransform

Transform PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.overrideBarkerTransform

If set, barks follow this transform instead of the barker's.

◆ shadow

bool PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.shadow = false

true to use a drop-shadow.

◆ template

dfLabel PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.template

If assigned, the bark uses this template when creating a dfLabel.

◆ visibilityLayerMask

LayerMask PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.visibilityLayerMask = 1

The layer mask to use when checking for player visibility.

◆ waitUntilSequenceEnds

bool PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.waitUntilSequenceEnds

Set true to keep the bark text onscreen until the sequence ends.

Property Documentation

◆ IsPlaying

bool PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.IsPlaying
get

Indicates whether a bark is playing or not.

true if this instance is playing; otherwise, false.


The documentation for this class was generated from the following file: