PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls Class Reference

Subtitle Unity UI controls for TextMeshProDialogueUI. More...

Inheritance diagram for PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls:
Collaboration diagram for PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls:

Public Member Functions

void CheckSubtitlePortrait (CharacterType characterType)
 
override void SetActive (bool value)
 
void ForceHide ()
 
void ForceShow ()
 
void ActivateUIElements ()
 
void DeactivateUIElements ()
 
override void ShowContinueButton ()
 Shows the continue button.
 
override void HideContinueButton ()
 Hides the continue button.
 
override void SetSubtitle (Subtitle subtitle)
 Sets the subtitle.
 
override void ClearSubtitle ()
 Clears the subtitle.
 
override void SetActorPortraitSprite (string actorName, Sprite portraitSprite)
 Sets the portrait texture to use in the subtitle if the named actor is the speaker.
 
void AutoFocus (bool allowStealFocus=true)
 Auto-focuses the continue button.
 
- Public Member Functions inherited from PixelCrushers.DialogueSystem.AbstractUISubtitleControls
void SetSubtitle (Subtitle subtitle)
 Sets the subtitle controls' contents.
 
void ClearSubtitle ()
 Clears the subtitle controls' contents.
 
virtual void ShowSubtitle (Subtitle subtitle)
 Shows the subtitle controls.
 
virtual void SetActorPortraitTexture (string actorName, Texture2D texture)
 
- Public Member Functions inherited from PixelCrushers.DialogueSystem.AbstractUIControls
void SetActive (bool value)
 Sets the controls active/inactive.
 
void Show ()
 Shows the controls by setting them active.
 
void Hide ()
 Hides the controls by setting them inactive.
 

Public Attributes

UnityEngine.UI.Graphic panel
 The panel containing the response menu controls.
 
TMPro.TextMeshProUGUI line
 The label that will show the text of the subtitle.
 
UnityEngine.UI.Image portraitImage
 The label that will show the portrait image.
 
TMPro.TextMeshProUGUI portraitName
 The label that will show the name of the speaker.
 
UnityEngine.UI.Button continueButton
 The continue button.
 
bool ignorePauseCodes = false
 
UIAnimationTransitions animationTransitions = new UIAnimationTransitions()
 
UIVisibility uiVisibility = UIVisibility.OnlyDuringContent
 

Properties

bool isVisible [get]
 
override bool hasText [get]
 Indicates whether this subtitle is currently assigned text.
 
- Properties inherited from PixelCrushers.DialogueSystem.AbstractUISubtitleControls
bool hasText [get]
 Gets a value indicating whether text has been assigned to the subtitle controls.
 

Additional Inherited Members

- Protected Attributes inherited from PixelCrushers.DialogueSystem.AbstractUISubtitleControls
Subtitle currentSubtitle = null
 

Detailed Description

Subtitle Unity UI controls for TextMeshProDialogueUI.

Member Function Documentation

◆ ActivateUIElements()

void PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls.ActivateUIElements ( )
inline

◆ AutoFocus()

void PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls.AutoFocus ( bool  allowStealFocus = true)
inline

Auto-focuses the continue button.

Useful for gamepads.

◆ CheckSubtitlePortrait()

void PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls.CheckSubtitlePortrait ( CharacterType  characterType)
inline

◆ ClearSubtitle()

override void PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls.ClearSubtitle ( )
inline

Clears the subtitle.

◆ DeactivateUIElements()

void PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls.DeactivateUIElements ( )
inline

◆ ForceHide()

void PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls.ForceHide ( )
inline

◆ ForceShow()

void PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls.ForceShow ( )
inline

◆ HideContinueButton()

override void PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls.HideContinueButton ( )
inlinevirtual

Hides the continue button.

Reimplemented from PixelCrushers.DialogueSystem.AbstractUISubtitleControls.

◆ SetActive()

override void PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls.SetActive ( bool  value)
inline

◆ SetActorPortraitSprite()

override void PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls.SetActorPortraitSprite ( string  actorName,
Sprite  portraitSprite 
)
inlinevirtual

Sets the portrait texture to use in the subtitle if the named actor is the speaker.

This is used to immediately update the GUI control if the SetPortrait() sequencer command changes the portrait texture.

Parameters
actorNameActor name in database.
portraitSpritePortrait sprite.

Reimplemented from PixelCrushers.DialogueSystem.AbstractUISubtitleControls.

◆ SetSubtitle()

override void PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls.SetSubtitle ( Subtitle  subtitle)
inline

Sets the subtitle.

Parameters
subtitleSubtitle.

◆ ShowContinueButton()

override void PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls.ShowContinueButton ( )
inlinevirtual

Shows the continue button.

Reimplemented from PixelCrushers.DialogueSystem.AbstractUISubtitleControls.

Member Data Documentation

◆ animationTransitions

UIAnimationTransitions PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls.animationTransitions = new UIAnimationTransitions()

◆ continueButton

UnityEngine.UI.Button PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls.continueButton

The continue button.

This is only required if DisplaySettings.waitForContinueButton is true – in which case this button should send "OnContinue" to the UI when clicked.

◆ ignorePauseCodes

bool PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls.ignorePauseCodes = false

◆ line

TMPro.TextMeshProUGUI PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls.line

The label that will show the text of the subtitle.

◆ panel

UnityEngine.UI.Graphic PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls.panel

The panel containing the response menu controls.

A panel is optional, but you may want one so you can include a background image, panel-wide effects, etc.

◆ portraitImage

UnityEngine.UI.Image PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls.portraitImage

The label that will show the portrait image.

◆ portraitName

TMPro.TextMeshProUGUI PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls.portraitName

The label that will show the name of the speaker.

◆ uiVisibility

UIVisibility PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls.uiVisibility = UIVisibility.OnlyDuringContent

Property Documentation

◆ hasText

override bool PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls.hasText
get

Indicates whether this subtitle is currently assigned text.

true if it has text; otherwise, false.

◆ isVisible

bool PixelCrushers.DialogueSystem.TextMeshProSupport.TextMeshProSubtitleControls.isVisible
get

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