public void SetActorPortraitTexture(string actorName, Texture2D portraitTexture) { if (portraitImage == null) { return; } portraitImage.sprite = UITools.CreateSprite(AbstractDialogueUI.GetValidPortraitTexture(actorName, portraitTexture)); }
/// <summary> /// Sets the portrait sprite 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 sprite. /// </summary> /// <param name="actorName">Actor name in database.</param> /// <param name="portraitSprite">Portrait sprite.</param> public override void SetActorPortraitSprite(string actorName, Sprite portraitSprite) { if ((currentSubtitle != null) && string.Equals(currentSubtitle.speakerInfo.nameInDatabase, actorName)) { if (portraitImage != null) { portraitImage.sprite = AbstractDialogueUI.GetValidPortraitSprite(actorName, portraitSprite); } } }
/// <summary> /// 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. /// </summary> /// <param name="actorName">Actor name in database.</param> /// <param name="portraitTexture">Portrait texture.</param> public override void SetActorPortraitTexture(string actorName, Texture2D portraitTexture) { if ((currentSubtitle != null) && string.Equals(currentSubtitle.speakerInfo.nameInDatabase, actorName)) { if (portraitImage != null) { portraitImage.sprite = UITools.CreateSprite(AbstractDialogueUI.GetValidPortraitTexture(actorName, portraitTexture)); //---Was: .texture = AbstractDialogueUI.GetValidPortraitTexture(actorName, portraitTexture); } } }
/// <summary> /// Sets the portrait texture to use in the UI for an actor. /// This is used when the SetPortrait() sequencer command changes an actor's image. /// </summary> /// <param name="actorName">Actor name.</param> /// <param name="portraitTexture">Portrait texture.</param> public void SetActorPortraitTexture(string actorName, Texture2D portraitTexture) { AbstractDialogueUI ui = DialogueManager.DialogueUI as AbstractDialogueUI; if (ui == null) { return; } ui.SetActorPortraitTexture(actorName, portraitTexture); }
/// <summary> /// Sets the PC portrait to use for the response menu. /// </summary> /// <param name="pcTexture">PC texture.</param> /// <param name="pcName">PC name.</param> public void SetPCPortrait(Texture2D pcTexture, string pcName) { AbstractDialogueUI ui = DialogueManager.DialogueUI as AbstractDialogueUI; if (ui == null) { return; } ui.SetPCPortrait(pcTexture, pcName); }
public virtual void SetActorPortraitSprite(string actorName, Sprite portraitSprite) { if (portraitImage == null) { return; } var sprite = AbstractDialogueUI.GetValidPortraitSprite(actorName, portraitSprite); portraitImage.sprite = sprite; Tools.SetGameObjectActive(portraitImage, sprite != null); }
/// <summary> /// Sets the portrait texture to use in the response menu if the named actor is the player. /// This is used to immediately update the GUI control if the SetPortrait() sequencer /// command changes the portrait texture. /// </summary> /// <param name="actorName">Actor name in database.</param> /// <param name="portraitTexture">Portrait texture.</param> public override void SetActorPortraitTexture(string actorName, Texture2D portraitTexture) { if (string.Equals(actorName, pcPortraitName)) { Texture2D actorPortraitTexture = AbstractDialogueUI.GetValidPortraitTexture(actorName, portraitTexture); pcPortraitTexture = actorPortraitTexture; if ((pcImage != null) && (DialogueManager.MasterDatabase.IsPlayer(actorName))) { pcImage.sprite = UITools.CreateSprite(actorPortraitTexture); } } }
/// <summary> /// Sets the portrait sprite to use in the response menu if the named actor is the player. /// This is used to immediately update the GUI control if the SetPortrait() sequencer /// command changes the portrait sprite. /// </summary> /// <param name="actorName">Actor name in database.</param> /// <param name="portraitSprite">Portrait sprite.</param> public override void SetActorPortraitSprite(string actorName, Sprite portraitSprite) { if (string.Equals(actorName, m_pcPortraitName)) { var actorPortraitSprite = AbstractDialogueUI.GetValidPortraitSprite(actorName, portraitSprite); m_pcPortraitSprite = portraitSprite; if (m_currentPanel != null && m_currentPanel.pcImage != null && DialogueManager.masterDatabase.IsPlayer(actorName)) { m_currentPanel.pcImage.sprite = actorPortraitSprite; } } }
/// <summary> /// Sets the portrait texture to use in the response menu if the named actor is the player. /// This is used to immediately update the GUI control if the SetPortrait() sequencer /// command changes the portrait texture. /// </summary> /// <param name="actorName">Actor name in database.</param> /// <param name="portraitTexture">Portrait texture.</param> public override void SetActorPortraitTexture(string actorName, Texture2D portraitTexture) { if (string.Equals(actorName, m_pcPortraitName)) { Texture2D actorPortraitTexture = AbstractDialogueUI.GetValidPortraitTexture(actorName, portraitTexture); m_pcPortraitTexture = actorPortraitTexture; if (m_currentPanel != null && m_currentPanel.pcImage != null && DialogueManager.masterDatabase.IsPlayer(actorName)) { m_currentPanel.pcImage.sprite = UITools.CreateSprite(actorPortraitTexture); } } }
/// <summary> /// Sets the Portrait sprite to use in the response menu if the named actor is the player. /// This is used to immediately update the GUI control if the SetPortrait() sequencer /// command changes the Portrait sprite. /// </summary> /// <param name="actorName">Actor name in database.</param> /// <param name="portraitSprite">Portrait sprite.</param> public override void SetActorPortraitSprite(string actorName, Sprite portraitSprite) { if (string.Equals(actorName, pcPortraitName)) { var actorPortraitSprite = AbstractDialogueUI.GetValidPortraitSprite(actorName, portraitSprite); pcPortraitSprite = actorPortraitSprite; if ((pcImage != null) && (DialogueManager.masterDatabase.IsPlayer(actorName))) { pcImage.sprite = actorPortraitSprite; } } }
/// <summary> /// Sends "OnTextChange(text)" to the dialogue UI GameObject. /// </summary> public static void SendTextChangeMessage(UnityEngine.UI.Text text) { if (text == null) { return; } if (dialogueUI == null) { dialogueUI = text.GetComponentInParent <AbstractDialogueUI>(); } if (dialogueUI == null) { return; } dialogueUI.SendMessage(DialogueSystemMessages.OnTextChange, text, SendMessageOptions.DontRequireReceiver); }
private void Awake() { dialogueUI = GetComponent <AbstractDialogueUI>() ?? FindObjectOfType <AbstractDialogueUI>(); }