Implements IBarkUI using Daikon Forge GUI to show bark text above a character's head. More...
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... | |
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.
void PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.Bark | ( | Subtitle | subtitle | ) |
Barks the specified subtitle.
subtitle | Subtitle to bark. |
Implements PixelCrushers.DialogueSystem.IBarkUI.
void PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.Hide | ( | ) |
Hides the currently-playing bark.
Implements PixelCrushers.DialogueSystem.IBarkUI.
void PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.OnDestroy | ( | ) |
If the barker is destroyed, also destroy its bark label.
void PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.Start | ( | ) |
Starts the component by adding and/or setting up a bark label.
void PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.Update | ( | ) |
Updates the seconds left and hides the label if time is up.
dfAtlas PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.atlas |
The atlas containing the font to use for the bark text.
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 PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.color = Color.white |
The color to use for the bark text.
float PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.duration = 5f |
The duration in seconds to show the bark text before fading it out.
dfFontBase PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.font |
The font to use for the bark text.
bool PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.includeName |
Set true
to include the barker's name in the text.
Vector3 PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.offset = new Vector3(0f, 2f, 0f) |
The offset from the object's transform.
bool PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.outline = true |
true
to use an outline.
Transform PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.overrideBarkerTransform |
If set, barks follow this transform instead of the barker's.
bool PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.shadow = false |
true
to use a drop-shadow.
dfLabel PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.template |
If assigned, the bark uses this template when creating a dfLabel.
LayerMask PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.visibilityLayerMask = 1 |
The layer mask to use when checking for player visibility.
bool PixelCrushers.DialogueSystem.DaikonForgeGUI.DaikonForgeBarkUI.waitUntilSequenceEnds |
Set true
to keep the bark text onscreen until the sequence ends.
|
get |
Indicates whether a bark is playing or not.
true
if this instance is playing; otherwise, false
.