Implements IBarkUI using Unity UI. More...
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. | |
override void | Bark (Subtitle subtitle) |
Barks a subtitle. | |
void | OnBarkEnd (Transform actor) |
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. | |
UnityEngine.UI.Text | barkText = null |
The UI text control for the bark text. | |
UnityEngine.UI.Text | 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. | |
float | doneTime = 0 |
AnimationTransitions | animationTransitions = new AnimationTransitions() |
float | duration = 4f |
The duration in seconds to show the bark text before fading it out. | |
bool | waitUntilSequenceEnds = false |
Set true to keep the bark text onscreen until the sequence ends. | |
bool | waitForContinueButton = false |
Wait for an "OnContinue" message. | |
BarkSubtitleSetting | textDisplaySetting = BarkSubtitleSetting.SameAsDialogueManager |
The text display setting. | |
Properties | |
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 |
Implements IBarkUI using Unity UI.
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Barks a subtitle.
Does not observe formatting codes in the subtitle's FormattedText, instead using the formatting settings defined on this component.
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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Indicates whether the bark UI should show the text, based on the textDisplaySetting and subtitle.
true
to show text; otherwise, false
.
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AnimationTransitions PixelCrushers.DialogueSystem.UnityUIBarkUI.animationTransitions = new AnimationTransitions() |
UnityEngine.UI.Text PixelCrushers.DialogueSystem.UnityUIBarkUI.barkText = null |
The UI text control for the bark text.
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.
float PixelCrushers.DialogueSystem.UnityUIBarkUI.doneTime = 0 |
float PixelCrushers.DialogueSystem.UnityUIBarkUI.duration = 4f |
The duration in seconds to show the bark text before fading it out.
bool PixelCrushers.DialogueSystem.UnityUIBarkUI.includeName = false |
Set true
to include the barker's name in the text.
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.
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.
bool PixelCrushers.DialogueSystem.UnityUIBarkUI.waitForContinueButton = false |
Wait for an "OnContinue" message.
bool PixelCrushers.DialogueSystem.UnityUIBarkUI.waitUntilSequenceEnds = false |
Set true
to keep the bark text onscreen until the sequence ends.
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get |
Indicates whether a bark is currently playing.
true
if playing; otherwise, false
.
Implements PixelCrushers.DialogueSystem.IBarkUI.