Response menu controls for TextMeshProDialogueUI.
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◆ AutoFocus()
void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseMenuControls.AutoFocus |
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GameObject |
lastSelection = null , |
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bool |
allowStealFocus = true |
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) |
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Auto-focuses the first response.
Useful for gamepads.
◆ ClearResponseButtons()
override void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseMenuControls.ClearResponseButtons |
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◆ DefaultTimeoutHandler()
void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseMenuControls.DefaultTimeoutHandler |
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◆ DestroyInstantiatedButtons()
void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseMenuControls.DestroyInstantiatedButtons |
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◆ NotifyContentChanged()
void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseMenuControls.NotifyContentChanged |
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◆ OnTimeout()
virtual void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseMenuControls.OnTimeout |
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virtual |
This method is called if the timer runs out.
It selects the first response.
◆ SetActive()
override void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseMenuControls.SetActive |
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bool |
value | ) |
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virtual |
Sets the controls active/inactive, except this method never activates the timer.
If the UI's display settings specify a timeout, then the UI will call StartTimer() to manually activate the timer.
- Parameters
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value | Value (true for active; otherwise inactive). |
Implements PixelCrushers.DialogueSystem.AbstractUIControls.
◆ SetActorPortraitTexture()
override void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseMenuControls.SetActorPortraitTexture |
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string |
actorName, |
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Texture2D |
portraitTexture |
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) |
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virtual |
Sets the portrait texture to use in the response menu if the named actor is the player.
This is used to immediately update the GUI control if the SetPortrait() sequencer command changes the portrait texture.
- Parameters
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actorName | Actor name in database. |
portraitTexture | Portrait texture. |
Reimplemented from PixelCrushers.DialogueSystem.AbstractUIResponseMenuControls.
◆ SetPCPortrait()
override void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseMenuControls.SetPCPortrait |
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Texture2D |
portraitTexture, |
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string |
portraitName |
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◆ SetResponseButtons()
override void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseMenuControls.SetResponseButtons |
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Response[] |
responses, |
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Transform |
target |
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protectedvirtual |
◆ StartTimer()
override void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseMenuControls.StartTimer |
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float |
timeout | ) |
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virtual |
◆ animationTransitions
◆ autonumber
◆ buttons
The response buttons, if you want to specify buttons at design time.
◆ buttonTemplate
◆ buttonTemplateHolder
UnityEngine.UI.Graphic PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseMenuControls.buttonTemplateHolder |
◆ buttonTemplateScrollbar
UnityEngine.UI.Scrollbar PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseMenuControls.buttonTemplateScrollbar |
◆ buttonTemplateScrollbarResetValue
float PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseMenuControls.buttonTemplateScrollbarResetValue = 1 |
◆ explicitNavigationForTemplateButtons
bool PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseMenuControls.explicitNavigationForTemplateButtons = true |
◆ instantiatedButtons
List<GameObject> PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseMenuControls.instantiatedButtons = new List<GameObject>() |
The instantiated buttons.
These are only valid during a specific response menu, and only if you're using templates. Each showing of the response menu clears this list and re-populates it with new buttons.
◆ onContentChanged
UnityEvent PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseMenuControls.onContentChanged = new UnityEvent() |
◆ panel
UnityEngine.UI.Graphic PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseMenuControls.panel |
The panel containing the response menu controls.
A panel is optional, but you may want one so you can include a background image, panel-wide effects, etc.
◆ pcImage
UnityEngine.UI.Image PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseMenuControls.pcImage |
The PC portrait image to show during the response menu.
◆ pcName
TMPro.TextMeshProUGUI PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseMenuControls.pcName |
The label that will show the PC name.
◆ selectCurrentOnTimeout
bool PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseMenuControls.selectCurrentOnTimeout = false |
If ticked, then select the currently-focused response on timeout.
◆ subtitleReminder
The reminder of the last subtitle.
◆ TimeoutHandler
System.Action PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseMenuControls.TimeoutHandler = null |
Assign this delegate if you want it to replace the default timeout handler.
◆ timer
UnityEngine.UI.Slider PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseMenuControls.timer |
◆ isVisible
bool? PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseMenuControls.isVisible |
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get |
◆ SubtitleReminder
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/Dialogue UI/TextMeshProResponseMenuControls.cs