DialogueSystemUISkin ActivateSkin(DialogueBehaviour behaviour, string skinName) { if (_activeSkins.ContainsKey(behaviour)) { Destroy(_activeSkins[behaviour]); } else { _activeSkins.Add(behaviour, null); } DialogueSystemUISkin skin = null; if (_skins.ContainsKey(skinName)) { var go = Instantiate(_skins[skinName].gameObject); skin = go.GetComponent <DialogueSystemUISkin>(); go.transform.SetParent(transform); go.transform.localScale = Vector3.one; go.SetActive(true); } _activeSkins[behaviour] = skin; return(skin); }
/// <summary> /// Shows the skin with the given name, hides the other. /// If no name is given, it hides every skin. /// </summary> /// <param name="skinname"></param> void SelectSkin(string skinName) { if (_activeSkin != null) { _activeSkin.gameObject.SetActive(false); _activeSkin = null; } if (_skins.ContainsKey(skinName)) { _activeSkin = _skins[skinName]; _activeSkin.gameObject.SetActive(true); } }
void OnEnable() { myTarget = (DialogueSystemUISkin)target; UpdateSkinNames((int)myTarget.UIType); FindProperty("Name"); FindProperty("ActorText"); FindProperty("ActorName"); FindProperty("ActorPortrait"); FindProperty("UseActorName"); FindProperty("UseActorPortrait"); FindProperty("Timer"); FindProperty("UseTimer"); FindProperty("UIType"); FindProperty("DynamicAnswerNumber"); FindProperty("answerKeyBinding"); FindProperty("FirstOnlyKey"); }