Implements IBarkUI using TextMeshPro. More...
Public Member Functions | |
void | Awake () |
void | Start () |
void | Update () |
Updates the seconds left and hides the label if time is up. | |
void | Bark (Subtitle subtitle) |
Barks the specified subtitle. | |
void | OnBarkEnd (Transform actor) |
void | Show () |
void | Hide () |
Hides the currently-playing bark. | |
Public Attributes | |
TMPro.TextMeshPro | textMeshPro |
The TextMeshPro to use. | |
TMPro.TextMeshProUGUI | textMeshProUGUI |
The TextMeshPro to use. | |
RectTransform | panel |
bool | includeName = false |
Set true to include the barker's name in the text. | |
float | duration = 5f |
The duration in seconds to show the bark text before fading it out. | |
bool | waitUntilSequenceEnds |
Set true to keep the bark text onscreen until the sequence ends. | |
bool | checkIfPlayerVisible = true |
Set true to run a raycast to the player. | |
LayerMask | visibilityLayerMask = 1 |
The layer mask to use when checking for player visibility. | |
Properties | |
bool | isPlaying [get] |
Indicates whether a bark is playing or not. | |
Properties inherited from PixelCrushers.DialogueSystem.IBarkUI |
Events | |
BarkUIDelegate | ShowedBark = delegate { } |
Occurs when showing a bark. | |
BarkUIDelegate | HidBark = delegate { } |
Occurs when hiding a bark. | |
Implements IBarkUI using TextMeshPro.
To use this component, add it to a character. If the character has more than one TextMeshPro in its hierarchy, manually assign the Text Mesh Pro field with the correct one.
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Barks the specified subtitle.
subtitle | Subtitle to bark. |
Implements PixelCrushers.DialogueSystem.IBarkUI.
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Hides the currently-playing bark.
Implements PixelCrushers.DialogueSystem.IBarkUI.
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Updates the seconds left and hides the label if time is up.
bool PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProBarkUI.checkIfPlayerVisible = true |
Set true
to run a raycast to the player.
If the ray is blocked (e.g., a wall blocks visibility to the player), don't show the bark.
float PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProBarkUI.duration = 5f |
The duration in seconds to show the bark text before fading it out.
bool PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProBarkUI.includeName = false |
Set true
to include the barker's name in the text.
RectTransform PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProBarkUI.panel |
TMPro.TextMeshPro PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProBarkUI.textMeshPro |
The TextMeshPro to use.
TMPro.TextMeshProUGUI PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProBarkUI.textMeshProUGUI |
The TextMeshPro to use.
LayerMask PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProBarkUI.visibilityLayerMask = 1 |
The layer mask to use when checking for player visibility.
bool PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProBarkUI.waitUntilSequenceEnds |
Set true
to keep the bark text onscreen until the sequence ends.
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Indicates whether a bark is playing or not.
Implements PixelCrushers.DialogueSystem.IBarkUI.
BarkUIDelegate PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProBarkUI.HidBark = delegate { } |
Occurs when hiding a bark.
You can hook in to run a coroutine to do something special with the TextMeshPro.
BarkUIDelegate PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProBarkUI.ShowedBark = delegate { } |
Occurs when showing a bark.
You can hook in to run a coroutine to do something special with the TextMeshPro.