Implements IBarkUI using TextMeshPro.
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Implements IBarkUI using TextMeshPro.
To use this component, add it to a character. If the character has more than one TextMeshPro in its hierarchy, manually assign the Text Mesh Pro field with the correct one.
◆ Awake()
void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProBarkUI.Awake |
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◆ Bark()
void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProBarkUI.Bark |
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Subtitle |
subtitle | ) |
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◆ Hide()
void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProBarkUI.Hide |
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◆ OnBarkEnd()
void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProBarkUI.OnBarkEnd |
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Transform |
actor | ) |
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◆ Show()
void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProBarkUI.Show |
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◆ Start()
void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProBarkUI.Start |
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◆ Update()
void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProBarkUI.Update |
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Updates the seconds left and hides the label if time is up.
◆ checkIfPlayerVisible
bool PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProBarkUI.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.
◆ duration
float PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProBarkUI.duration = 5f |
The duration in seconds to show the bark text before fading it out.
◆ includeName
bool PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProBarkUI.includeName = false |
Set true
to include the barker's name in the text.
◆ panel
RectTransform PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProBarkUI.panel |
◆ textMeshPro
TMPro.TextMeshPro PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProBarkUI.textMeshPro |
◆ textMeshProUGUI
TMPro.TextMeshProUGUI PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProBarkUI.textMeshProUGUI |
◆ visibilityLayerMask
LayerMask PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProBarkUI.visibilityLayerMask = 1 |
The layer mask to use when checking for player visibility.
◆ waitUntilSequenceEnds
bool PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProBarkUI.waitUntilSequenceEnds |
Set true
to keep the bark text onscreen until the sequence ends.
◆ IsPlaying
bool PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProBarkUI.IsPlaying |
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get |
Indicates whether a bark is playing or not.
true
if this instance is playing; otherwise, false
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◆ HidBark
BarkUIDelegate PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProBarkUI.HidBark = delegate { } |
Occurs when hiding a bark.
You can hook in to run a coroutine to do something special with the TextMeshPro.
◆ ShowedBark
BarkUIDelegate PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProBarkUI.ShowedBark = delegate { } |
Occurs when showing a bark.
You can hook in to run a coroutine to do something special with the TextMeshPro.
The documentation for this class was generated from the following file:
- D:/Documents/Unity Projects/Dialogue System/Dev/Integration/TextMeshPro Integration/Assets/Dialogue System/Third Party Support/TextMesh Pro/Scripts/Bark UI/TextMeshProBarkUI.cs