/// <summary> /// Sets the answer on the given index. /// </summary> /// <param name="index"></param> /// <param name="outputName"></param> /// <param name="text"></param> public void SetAnswer(int index, TextAnswerData answerData) { if (_answers.Count <= index) { if (DynamicAnswerNumber) { var a = Instantiate(_answers[0]); a.transform.SetParent(_answers[0].transform.parent, false); a.Init(_controller); _answers.Add(a); BindKeyToAnswer(index, a); } else { RunemarkDebug.Error("Can't show the {0}. answer, becouse the skin has less answer slots and it's not set to dynamical", index); } } var answer = _answers[index]; answer.gameObject.SetActive(answerData.OutputName != ""); answer.AnswerID = answerData.OutputName; answer.Set <string>(answerData.Text); answer.Index = index + 1; }
public void SetCustomAnswer(string ID, TextAnswerData answerData) { var answer = _customAnswers[ID]; answer.gameObject.SetActive(answerData.OutputName != ""); answer.AnswerID = answerData.OutputName; answer.Set(answerData); }
public override void Set <T>(T value) { TextAnswerData data = value as TextAnswerData; if (data == null) { Debug.LogError(value + " is not a TextAnswerData!"); return; } if (data.UIElementName != ElementID) { return; } isGlobal = data.IsGlobal; variableName = data.VariableName; UnityUIUtility.SetText(Label, data.Text); }