Implements IBarkUI using the new Unity UI.
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Implements IBarkUI using the new Unity UI.
◆ Awake()
void PixelCrushers.DialogueSystem.UnityUIBarkUI.Awake |
( |
| ) |
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◆ Bark()
void PixelCrushers.DialogueSystem.UnityUIBarkUI.Bark |
( |
Subtitle |
subtitle | ) |
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◆ Hide()
void PixelCrushers.DialogueSystem.UnityUIBarkUI.Hide |
( |
| ) |
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◆ OnBarkEnd()
void PixelCrushers.DialogueSystem.UnityUIBarkUI.OnBarkEnd |
( |
Transform |
actor | ) |
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◆ OnContinue()
void PixelCrushers.DialogueSystem.UnityUIBarkUI.OnContinue |
( |
| ) |
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◆ ShouldShowText()
bool PixelCrushers.DialogueSystem.UnityUIBarkUI.ShouldShowText |
( |
Subtitle |
subtitle | ) |
|
Indicates whether the bark UI should show the text, based on the textDisplaySetting and subtitle.
true
to show text; otherwise, false
.
◆ Start()
void PixelCrushers.DialogueSystem.UnityUIBarkUI.Start |
( |
| ) |
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◆ animationTransitions
◆ barkText
UnityEngine.UI.Text PixelCrushers.DialogueSystem.UnityUIBarkUI.barkText = null |
The UI text control for the bark text.
◆ canvasGroup
CanvasGroup PixelCrushers.DialogueSystem.UnityUIBarkUI.canvasGroup = null |
The (optional) UI canvas group.
If assigned, the fade will occur on this control. The other controls should be children of this canvas group.
◆ doneTime
float PixelCrushers.DialogueSystem.UnityUIBarkUI.doneTime = 0 |
◆ duration
float PixelCrushers.DialogueSystem.UnityUIBarkUI.duration = 4f |
The duration in seconds to show the bark text before fading it out.
◆ includeName
bool PixelCrushers.DialogueSystem.UnityUIBarkUI.includeName = false |
Set true
to include the barker's name in the text.
◆ nameText
UnityEngine.UI.Text PixelCrushers.DialogueSystem.UnityUIBarkUI.nameText = null |
The (optional) UI text control for the actor's name, if includeName is true
.
If null
, the name is added to the front of the subtitle text instead.
◆ textDisplaySetting
The text display setting.
Defaults to use the same subtitle setting as the Dialogue Manager, but you can also set it to always show or always hide the text.
◆ waitForContinueButton
bool PixelCrushers.DialogueSystem.UnityUIBarkUI.waitForContinueButton = false |
Wait for an "OnContinue" message.
◆ waitUntilSequenceEnds
bool PixelCrushers.DialogueSystem.UnityUIBarkUI.waitUntilSequenceEnds = false |
Set true
to keep the bark text onscreen until the sequence ends.
◆ IsPlaying
bool PixelCrushers.DialogueSystem.UnityUIBarkUI.IsPlaying |
|
get |
Indicates whether a bark is currently playing.
true
if playing; otherwise, false
.
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/Bark UI/UnityUIBarkUI.cs