Subtitle Unity UI controls for TextMeshProDialogueUI.
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bool? | isVisible [get] |
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override bool | HasText [get] |
| Indicates whether this subtitle is currently assigned text. More...
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abstract bool | HasText [get] |
| Gets a value indicating whether text has been assigned to the subtitle controls. More...
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◆ ActivateUIElements()
void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProSubtitleControls.ActivateUIElements |
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◆ AutoFocus()
void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProSubtitleControls.AutoFocus |
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bool |
allowStealFocus = true | ) |
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Auto-focuses the continue button.
Useful for gamepads.
◆ CheckSubtitlePortrait()
void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProSubtitleControls.CheckSubtitlePortrait |
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CharacterType |
characterType | ) |
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◆ ClearSubtitle()
override void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProSubtitleControls.ClearSubtitle |
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◆ DeactivateUIElements()
void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProSubtitleControls.DeactivateUIElements |
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◆ ForceHide()
void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProSubtitleControls.ForceHide |
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◆ ForceShow()
void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProSubtitleControls.ForceShow |
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◆ HideContinueButton()
override void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProSubtitleControls.HideContinueButton |
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◆ SetActive()
override void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProSubtitleControls.SetActive |
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bool |
value | ) |
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◆ SetActorPortraitTexture()
override void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProSubtitleControls.SetActorPortraitTexture |
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string |
actorName, |
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Texture2D |
portraitTexture |
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virtual |
Sets the portrait texture to use in the subtitle if the named actor is the speaker.
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.AbstractUISubtitleControls.
◆ SetSubtitle()
override void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProSubtitleControls.SetSubtitle |
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Subtitle |
subtitle | ) |
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◆ ShowContinueButton()
override void PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProSubtitleControls.ShowContinueButton |
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◆ animationTransitions
◆ continueButton
UnityEngine.UI.Button PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProSubtitleControls.continueButton |
The continue button.
This is only required if DisplaySettings.waitForContinueButton is true
– in which case this button should send "OnContinue" to the UI when clicked.
◆ ignorePauseCodes
bool PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProSubtitleControls.ignorePauseCodes = false |
◆ line
TMPro.TextMeshProUGUI PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProSubtitleControls.line |
The label that will show the text of the subtitle.
◆ panel
UnityEngine.UI.Graphic PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProSubtitleControls.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.
◆ portraitImage
UnityEngine.UI.Image PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProSubtitleControls.portraitImage |
The label that will show the portrait image.
◆ portraitName
TMPro.TextMeshProUGUI PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProSubtitleControls.portraitName |
The label that will show the name of the speaker.
◆ uiVisibility
◆ HasText
override bool PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProSubtitleControls.HasText |
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get |
Indicates whether this subtitle is currently assigned text.
true
if it has text; otherwise, false
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◆ isVisible
bool? PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProSubtitleControls.isVisible |
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get |
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/TextMeshProSubtitleControls.cs