PixelCrushers.DialogueSystem.UnityUIBarkUI Class Reference

Implements IBarkUI using the new Unity UI. More...

Inheritance diagram for PixelCrushers.DialogueSystem.UnityUIBarkUI:
Collaboration diagram for PixelCrushers.DialogueSystem.UnityUIBarkUI:

Classes

class  AnimationTransitions
 

Public Member Functions

void Awake ()
 
void Start ()
 
bool ShouldShowText (Subtitle subtitle)
 Indicates whether the bark UI should show the text, based on the textDisplaySetting and subtitle. More...
 
void Bark (Subtitle subtitle)
 Barks a subtitle. More...
 
void OnBarkEnd (Transform actor)
 
void OnContinue ()
 
void Hide ()
 Hides the currently-playing bark. More...
 

Public Attributes

CanvasGroup canvasGroup = null
 The (optional) UI canvas group. More...
 
UnityEngine.UI.Text barkText = null
 The UI text control for the bark text. More...
 
UnityEngine.UI.Text nameText = null
 The (optional) UI text control for the actor's name, if includeName is true. More...
 
bool includeName = false
 Set true to include the barker's name in the text. More...
 
float doneTime = 0
 
AnimationTransitions animationTransitions = new AnimationTransitions()
 
float duration = 4f
 The duration in seconds to show the bark text before fading it out. More...
 
bool waitUntilSequenceEnds = false
 Set true to keep the bark text onscreen until the sequence ends. More...
 
bool waitForContinueButton = false
 Wait for an "OnContinue" message. More...
 
BarkSubtitleSetting textDisplaySetting = BarkSubtitleSetting.SameAsDialogueManager
 The text display setting. More...
 

Properties

bool IsPlaying [get]
 Indicates whether a bark is currently playing. More...
 
- Properties inherited from PixelCrushers.DialogueSystem.IBarkUI
bool IsPlaying [get]
 Indicates or sets whether a bark is playing. More...
 

Detailed Description

Implements IBarkUI using the new Unity UI.

Member Function Documentation

◆ Awake()

void PixelCrushers.DialogueSystem.UnityUIBarkUI.Awake ( )

◆ Bark()

void PixelCrushers.DialogueSystem.UnityUIBarkUI.Bark ( Subtitle  subtitle)

Barks a subtitle.

Does not observe formatting codes in the subtitle's FormattedText, instead using the formatting settings defined on this component.

Parameters
subtitleSubtitle to bark.

Implements PixelCrushers.DialogueSystem.IBarkUI.

◆ Hide()

void PixelCrushers.DialogueSystem.UnityUIBarkUI.Hide ( )

Hides the currently-playing bark.

Implements PixelCrushers.DialogueSystem.IBarkUI.

◆ OnBarkEnd()

void PixelCrushers.DialogueSystem.UnityUIBarkUI.OnBarkEnd ( Transform  actor)

◆ OnContinue()

void PixelCrushers.DialogueSystem.UnityUIBarkUI.OnContinue ( )

◆ 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 ( )

Member Data Documentation

◆ animationTransitions

AnimationTransitions PixelCrushers.DialogueSystem.UnityUIBarkUI.animationTransitions = new 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

BarkSubtitleSetting PixelCrushers.DialogueSystem.UnityUIBarkUI.textDisplaySetting = BarkSubtitleSetting.SameAsDialogueManager

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.

Property Documentation

◆ 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: