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static Dictionary< Texture2D, Sprite > | spriteCache = new Dictionary<Texture2D, Sprite>() |
| Dialogue databases use Texture2D for actor portraits. More...
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◆ ClearSpriteCache()
static void PixelCrushers.DialogueSystem.UITools.ClearSpriteCache |
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◆ CreateSprite()
static Sprite PixelCrushers.DialogueSystem.UITools.CreateSprite |
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Texture2D |
texture | ) |
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◆ GetAnimatorNameHash()
static int PixelCrushers.DialogueSystem.UITools.GetAnimatorNameHash |
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AnimatorStateInfo |
animatorStateInfo | ) |
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◆ GetUIFormattedText()
static string PixelCrushers.DialogueSystem.UITools.GetUIFormattedText |
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FormattedText |
formattedText | ) |
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◆ RequireEventSystem()
static void PixelCrushers.DialogueSystem.UITools.RequireEventSystem |
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Ensures that the scene has an EventSystem.
◆ Select()
static void PixelCrushers.DialogueSystem.UITools.Select |
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UnityEngine.UI.Selectable |
selectable, |
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bool |
allowStealFocus = true |
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◆ SendTextChangeMessage()
static void PixelCrushers.DialogueSystem.UITools.SendTextChangeMessage |
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UnityEngine.UI.Text |
text | ) |
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Sends "OnTextChange(text)" to the dialogue UI GameObject.
- Parameters
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◆ spriteCache
Dictionary<Texture2D, Sprite> PixelCrushers.DialogueSystem.UITools.spriteCache = new Dictionary<Texture2D, Sprite>() |
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Dialogue databases use Texture2D for actor portraits.
Unity UI uses sprites. UnityUIDialogueUI converts textures to sprites. This dictionary contains converted sprites so we don't need to reconvert them every single time we want to show an actor's portrait.
The documentation for this class was generated from the following file:
- D:/Documents/Unity Projects/Dialogue System/Dev/Release/Assets/Dialogue System/Scripts/Supplemental/UI/Tools/UITools.cs