PixelCrushers.DialogueSystem.UnityUIBarkSubtitleDialogueUI Class Reference

This is a variation of UnityUIDialogueUI that uses the speaker's bark UI for subtitles. More...

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

Public Member Functions

override void Awake ()
 Sets up the component.
 
override void ShowSubtitle (Subtitle subtitle)
 Shows the subtitle (NPC or PC) based on the character type.
 
- Public Member Functions inherited from PixelCrushers.DialogueSystem.UnityUIDialogueUI
override void Awake ()
 Sets up the component.
 
virtual void OnEnable ()
 
virtual void OnDisable ()
 
OverrideUnityUIDialogueControls FindActorOverride (Transform actor)
 
void OnSceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode)
 
override void Open ()
 Opens the conversation GUI.
 
override void ShowAlert (string message, float duration)
 Shows an alert.
 
override void ShowSubtitle (Subtitle subtitle)
 Shows the subtitle (NPC or PC) based on the character type.
 
void CheckSubtitleAutoFocus (Subtitle subtitle)
 
override void HideSubtitle (Subtitle subtitle)
 Hides the subtitle based on its character type (PC or NPC).
 
override void ShowResponses (Subtitle subtitle, Response[] responses, float timeout)
 Shows the player responses menu.
 
void CheckResponseMenuAutoFocus ()
 
override void HideResponses ()
 Hides the player response menu.
 
void ClearSelection ()
 
override void Update ()
 Updates this instance by hiding the alert message when it's done.
 
- Public Member Functions inherited from PixelCrushers.DialogueSystem.AbstractDialogueUI
virtual void Start ()
 Starts this instance by hiding everything.
 
virtual void Close ()
 Closes the conversation GUI.
 
virtual void HideAlert ()
 Hides the alert if it's showing.
 
virtual void HideAllAlerts ()
 Hides the alert if it's showing.
 
virtual void ShowContinueButton (Subtitle subtitle)
 Shows the continue button.
 
virtual void HideContinueButton (Subtitle subtitle)
 Hides the continue button.
 
virtual void ShowQTEIndicator (int index)
 Shows a QTE indicator.
 
virtual void HideQTEIndicator (int index)
 Hides a QTE indicator.
 
virtual void OnClick (object data)
 Handles response button clicks.
 
virtual void OnContinue ()
 Handles the continue button being clicked.
 
virtual void OnContinueAlert ()
 
virtual void OnContinueConversation ()
 
virtual void SetPCPortrait (Sprite portraitSprite, string portraitName)
 Sets the PC portrait name and sprite.
 
virtual void SetPCPortrait (Texture2D portraitTexture, string portraitName)
 
virtual void SetActorPortraitSprite (string actorName, Sprite portraitSprite)
 Sets the portrait sprite for an actor.
 

Additional Inherited Members

- Static Public Member Functions inherited from PixelCrushers.DialogueSystem.AbstractDialogueUI
static Sprite GetValidPortraitSprite (string actorName, Sprite portraitSprite)
 Gets a valid portrait sprite.
 
static Texture2D GetValidPortraitTexture (string actorName, Texture2D portraitTexture)
 
- Public Attributes inherited from PixelCrushers.DialogueSystem.UnityUIDialogueUI
UnityUIRoot unityUIRoot
 The UI root.
 
UnityUIDialogueControls dialogue
 The dialogue controls used in conversations.
 
UnityEngine.UI.Graphic[] qteIndicators
 QTE (Quick Time Event) indicators.
 
UnityUIAlertControls alert
 The alert message controls.
 
bool autoFocus = false
 Set true to always keep a control focused; useful for gamepads.
 
bool allowStealFocus = false
 Allow the dialogue UI to steal focus if a non-dialogue UI panel has it.
 
float autoFocusCheckFrequency = 0.5f
 If auto focusing, check on this frequency in seconds that the control is focused.
 
bool findActorOverrides = true
 Set true to look for OverrideUnityUIDialogueControls on actors.
 
bool addEventSystemIfNeeded = true
 Set true to add an EventSystem if one isn't in the scene.
 
- Protected Member Functions inherited from PixelCrushers.DialogueSystem.UnityUIDialogueUI
void CheckForSupercededSubtitle (CharacterType characterType)
 
void SetIsShowingSubtitle (Subtitle subtitle, bool value)
 
- Protected Member Functions inherited from PixelCrushers.DialogueSystem.AbstractDialogueUI
virtual void SetSubtitle (Subtitle subtitle, bool value)
 Sets a subtitle's content and visibility.
 
- Protected Attributes inherited from PixelCrushers.DialogueSystem.UnityUIDialogueUI
UnityUISubtitleControls originalNPCSubtitle
 
UnityUISubtitleControls originalPCSubtitle
 
UnityUIResponseMenuControls originalResponseMenu
 
int alertQueueCount = 0
 
bool alertIsVisible
 
bool alertIsHiding
 
- Properties inherited from PixelCrushers.DialogueSystem.UnityUIDialogueUI
override AbstractUIRoot uiRootControls [get]
 
override AbstractDialogueUIControls dialogueControls [get]
 
override AbstractUIQTEControls qteControls [get]
 
override AbstractUIAlertControls alertControls [get]
 
- Properties inherited from PixelCrushers.DialogueSystem.AbstractDialogueUI
AbstractUIRoot uiRootControls [get]
 Gets the user interface root.
 
AbstractDialogueUIControls dialogueControls [get]
 Gets the dialogue controls.
 
AbstractUIQTEControls qteControls [get]
 Gets the QTE (Quick Time Event) indicators.
 
AbstractUIAlertControls alertControls [get]
 Gets the alert message controls.
 
bool isOpen [get, set]
 Gets or sets a value indicating whether the dialogue UI (conversation interface) is open.
 
virtual bool AreNonDialogueControlsVisible [get]
 Gets a value indicating whether non-conversation controls (e.g., alert message or QTEs) are visible.
 
- Events inherited from PixelCrushers.DialogueSystem.AbstractDialogueUI
EventHandler< SelectedResponseEventArgsSelectedResponseHandler
 Occurs when the player selects a response.
 
- Events inherited from PixelCrushers.DialogueSystem.IDialogueUI
EventHandler< SelectedResponseEventArgsSelectedResponseHandler
 Your implementation must define this event and make it public.
 

Detailed Description

This is a variation of UnityUIDialogueUI that uses the speaker's bark UI for subtitles.

Member Function Documentation

◆ Awake()

override void PixelCrushers.DialogueSystem.UnityUIBarkSubtitleDialogueUI.Awake ( )
inlinevirtual

Sets up the component.

Reimplemented from PixelCrushers.DialogueSystem.AbstractDialogueUI.

◆ ShowSubtitle()

override void PixelCrushers.DialogueSystem.UnityUIBarkSubtitleDialogueUI.ShowSubtitle ( Subtitle  subtitle)
inlinevirtual

Shows the subtitle (NPC or PC) based on the character type.

Parameters
subtitleSubtitle to show.

Reimplemented from PixelCrushers.DialogueSystem.AbstractDialogueUI.


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