PixelCrushers.DialogueSystem.StandardBarkUI Class Reference

Standard UI implementation of IBarkUI. More...

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

Classes

class  AnimationTransitions
 

Public Member Functions

virtual bool ShouldShowText (Subtitle subtitle)
 Indicates whether the bark UI should show the text, based on the textDisplaySetting and subtitle.
 
override void Bark (Subtitle subtitle)
 Barks a subtitle.
 
virtual void OnBarkEnd (Transform actor)
 
virtual void OnContinue ()
 
override void Hide ()
 Hides the currently-playing bark.
 
- Public Member Functions inherited from PixelCrushers.DialogueSystem.AbstractBarkUI
void Bark (Subtitle subtitle)
 Barks the specified subtitle.
 
void Hide ()
 Hides the currently-playing bark.
 

Public Attributes

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

Protected Member Functions

virtual void Awake ()
 
virtual void Start ()
 
virtual void Update ()
 
virtual void SetUIElementsActive (bool value)
 
virtual bool IsActorMe (Transform actor)
 
virtual bool CanTriggerAnimations ()
 

Protected Attributes

int numSequencesActive = 0
 
bool hasEverBarked = false
 

Properties

Canvas canvas [get, set]
 
Animator animator [get, set]
 
AbstractTypewriterEffect typewriter [get, set]
 
Vector3 originalCanvasLocalPosition [get, set]
 
override bool isPlaying [get]
 Indicates whether a bark is currently playing.
 
- Properties inherited from PixelCrushers.DialogueSystem.AbstractBarkUI
bool isPlaying [get]
 Indicates or sets whether a bark is playing.
 
- Properties inherited from PixelCrushers.DialogueSystem.IBarkUI

Detailed Description

Standard UI implementation of IBarkUI.

Member Function Documentation

◆ Awake()

virtual void PixelCrushers.DialogueSystem.StandardBarkUI.Awake ( )
inlineprotectedvirtual

◆ Bark()

override void PixelCrushers.DialogueSystem.StandardBarkUI.Bark ( Subtitle  subtitle)
inline

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.

◆ CanTriggerAnimations()

virtual bool PixelCrushers.DialogueSystem.StandardBarkUI.CanTriggerAnimations ( )
inlineprotectedvirtual

◆ Hide()

override void PixelCrushers.DialogueSystem.StandardBarkUI.Hide ( )
inline

Hides the currently-playing bark.

Implements PixelCrushers.DialogueSystem.IBarkUI.

◆ IsActorMe()

virtual bool PixelCrushers.DialogueSystem.StandardBarkUI.IsActorMe ( Transform  actor)
inlineprotectedvirtual

◆ OnBarkEnd()

virtual void PixelCrushers.DialogueSystem.StandardBarkUI.OnBarkEnd ( Transform  actor)
inlinevirtual

◆ OnContinue()

virtual void PixelCrushers.DialogueSystem.StandardBarkUI.OnContinue ( )
inlinevirtual

◆ SetUIElementsActive()

virtual void PixelCrushers.DialogueSystem.StandardBarkUI.SetUIElementsActive ( bool  value)
inlineprotectedvirtual

◆ ShouldShowText()

virtual bool PixelCrushers.DialogueSystem.StandardBarkUI.ShouldShowText ( Subtitle  subtitle)
inlinevirtual

Indicates whether the bark UI should show the text, based on the textDisplaySetting and subtitle.

true to show text; otherwise, false.

◆ Start()

virtual void PixelCrushers.DialogueSystem.StandardBarkUI.Start ( )
inlineprotectedvirtual

◆ Update()

virtual void PixelCrushers.DialogueSystem.StandardBarkUI.Update ( )
inlineprotectedvirtual

Member Data Documentation

◆ animationTransitions

AnimationTransitions PixelCrushers.DialogueSystem.StandardBarkUI.animationTransitions = new AnimationTransitions()

◆ barkText

UITextField PixelCrushers.DialogueSystem.StandardBarkUI.barkText = null

The UI text control for the bark text.

◆ cancelWaitUntilSequenceEndsIfReplacingBark

bool PixelCrushers.DialogueSystem.StandardBarkUI.cancelWaitUntilSequenceEndsIfReplacingBark = false

◆ canvasGroup

CanvasGroup PixelCrushers.DialogueSystem.StandardBarkUI.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.StandardBarkUI.doneTime = 0

◆ duration

float PixelCrushers.DialogueSystem.StandardBarkUI.duration = 4f

The duration in seconds to show the bark text before fading it out.

◆ hasEverBarked

bool PixelCrushers.DialogueSystem.StandardBarkUI.hasEverBarked = false
protected

◆ includeName

bool PixelCrushers.DialogueSystem.StandardBarkUI.includeName = false

Set true to include the barker's name in the text.

◆ keepInView

bool PixelCrushers.DialogueSystem.StandardBarkUI.keepInView = false

◆ nameText

UITextField PixelCrushers.DialogueSystem.StandardBarkUI.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.

◆ numSequencesActive

int PixelCrushers.DialogueSystem.StandardBarkUI.numSequencesActive = 0
protected

◆ portraitImage

UnityEngine.UI.Image PixelCrushers.DialogueSystem.StandardBarkUI.portraitImage = null

◆ showPortraitImage

bool PixelCrushers.DialogueSystem.StandardBarkUI.showPortraitImage = false

◆ textDisplaySetting

BarkSubtitleSetting PixelCrushers.DialogueSystem.StandardBarkUI.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.StandardBarkUI.waitForContinueButton = false

Wait for an "OnContinue" message.

◆ waitUntilSequenceEnds

bool PixelCrushers.DialogueSystem.StandardBarkUI.waitUntilSequenceEnds = false

Set true to keep the bark text onscreen until the sequence ends.

Property Documentation

◆ animator

Animator PixelCrushers.DialogueSystem.StandardBarkUI.animator
getsetprotected

◆ canvas

Canvas PixelCrushers.DialogueSystem.StandardBarkUI.canvas
getsetprotected

◆ isPlaying

override bool PixelCrushers.DialogueSystem.StandardBarkUI.isPlaying
get

Indicates whether a bark is currently playing.

true if playing; otherwise, false.

Implements PixelCrushers.DialogueSystem.IBarkUI.

◆ originalCanvasLocalPosition

Vector3 PixelCrushers.DialogueSystem.StandardBarkUI.originalCanvasLocalPosition
getsetprotected

◆ typewriter

AbstractTypewriterEffect PixelCrushers.DialogueSystem.StandardBarkUI.typewriter
getsetprotected

The documentation for this class was generated from the following file: