Example #1
0
        private static void SetupCanvas(UnityUIDialogueUI ui, DialogueSystemController dialogueManager)
        {
            if (FindObjectOfType <UnityEngine.EventSystems.EventSystem>() == null)
            {
                new GameObject("EventSystem", typeof(UnityEngine.EventSystems.EventSystem),
                               typeof(UnityEngine.EventSystems.StandaloneInputModule),
                               typeof(UnityEngine.EventSystems.TouchInputModule));
            }
            var canvas = dialogueManager.GetComponentInChildren <Canvas>();

            if (canvas == null)
            {
                var canvasObject = new GameObject("Canvas");
                canvasObject.layer = 5;                 // Built-in UI layer.
                canvasObject.AddComponent <Canvas>();
                canvasObject.AddComponent <UnityEngine.UI.CanvasScaler>();
                canvasObject.AddComponent <UnityEngine.UI.GraphicRaycaster>();
                canvas            = canvasObject.GetComponent <Canvas>();
                canvas.renderMode = RenderMode.ScreenSpaceOverlay;
                canvasObject.transform.SetParent(dialogueManager.transform);
            }
            var uiInstance = Instantiate(ui) as UnityUIDialogueUI;

            uiInstance.transform.SetParent(canvas.transform, false);
            dialogueManager.displaySettings.dialogueUI = uiInstance.gameObject;
        }
		public void Awake() {
			if (dialogueUI == null) {
				dialogueUI = Tools.GetComponentAnywhere<UnityUIDialogueUI>(gameObject);
			}
			if (typewriterEffect == null) {
				typewriterEffect = GetComponentInChildren<UnityUITypewriterEffect>();
			}
		}
Example #3
0
 private bool FindDialogueUI()
 {
     if (dialogueUI == null && DialogueManager.DisplaySettings.dialogueUI)
     {
         dialogueUI = DialogueManager.DisplaySettings.dialogueUI.GetComponent <UnityUIDialogueUI>();
     }
     return(dialogueUI != null);
 }
 public virtual void Awake()
 {
     if (dialogueUI == null)
     {
         dialogueUI = Tools.GetComponentAnywhere <UnityUIDialogueUI>(gameObject);
     }
     if (typewriterEffect == null)
     {
         typewriterEffect = GetComponentInChildren <UnityUITypewriterEffect>();
     }
 }
 public static void HandleUnityUIDialogueUI(UnityUIDialogueUI ui, DialogueSystemController dialogueManager)
 {
     if (ui == null) return;
     if (Tools.IsPrefab(ui.gameObject) && (ui.GetComponentInParent<Canvas>() == null)) {
         if (EditorUtility.DisplayDialog("Unity UI Dialogue UI", "A Unity UI Dialogue UI must be a child of a Canvas. Add a Canvas (if needed) and an instance of the dialogue UI to the Dialogue Manager?", "OK", "Cancel")) {
             SetupCanvas(ui, dialogueManager);
         } else {
             dialogueManager.displaySettings.dialogueUI = null;
         }
     }
 }
 public virtual void Awake()
 {
     if (dialogueUI == null)
     {
         dialogueUI = Tools.GetComponentAnywhere <UnityUIDialogueUI>(gameObject);
     }
     if (typewriterEffect == null)
     {
         typewriterEffect = GetComponentInChildren <UnityUITypewriterEffect>();
     }
     continueButton = GetComponent <UnityEngine.UI.Button>();
     Tools.DeprecationWarning(this);
 }
Example #7
0
 /// <summary>
 /// Sends "OnTextChange(text)" to the dialogue UI GameObject.
 /// </summary>
 /// <param name="text"></param>
 public static void SendTextChangeMessage(UnityEngine.UI.Text text)
 {
     if (text == null)
     {
         return;
     }
     if (dialogueUI == null)
     {
         dialogueUI = text.GetComponentInParent <UnityUIDialogueUI>();
     }
     if (dialogueUI == null)
     {
         return;
     }
     dialogueUI.SendMessage("OnTextChange", text, SendMessageOptions.DontRequireReceiver);
 }
Example #8
0
 public static void HandleUnityUIDialogueUI(UnityUIDialogueUI ui, DialogueSystemController dialogueManager)
 {
     if (ui == null)
     {
         return;
     }
     if (Tools.IsPrefab(ui.gameObject) && (ui.GetComponentInParent <Canvas>() == null))
     {
         if (EditorUtility.DisplayDialog("Unity UI Dialogue UI", "A Unity UI Dialogue UI must be a child of a Canvas. Add a Canvas (if needed) and an instance of the dialogue UI to the Dialogue Manager?", "OK", "Cancel"))
         {
             SetupCanvas(ui, dialogueManager);
         }
         else
         {
             dialogueManager.displaySettings.dialogueUI = null;
         }
     }
 }
Example #9
0
 public void Start()
 {
     // Add your initialization code here. You can use the GetParameter***() and GetSubject()
     // functions to get information from the command's parameters. You can also use the
     // Sequencer property to access the SequencerCamera, CameraAngle, Speaker, Listener,
     // and other properties on the sequencer. If IsAudioMuted() is true, the player has
     // muted audio.
     //
     // If your sequencer command only does something immediately and then finishes,
     // you can call Stop() here and remove the Update() method.
     //Debug.Log ("Waiting for Sequence to end before showing text field!");
     if (dialogueUI == null) {
         //Debug.Log ("Forcing Continue Bypass!");
         dialogueUI = Tools.GetComponentAnywhere<UnityUIDialogueUI>(gameObject);
         if (dialogueUI != null) dialogueUI.OnContinue ();
     }
     Stop ();
 }
 private static void SetupCanvas(UnityUIDialogueUI ui, DialogueSystemController dialogueManager)
 {
     if (FindObjectOfType<UnityEngine.EventSystems.EventSystem>() == null) {
         new GameObject("EventSystem", typeof(UnityEngine.EventSystems.EventSystem),
             typeof(UnityEngine.EventSystems.StandaloneInputModule),
             typeof(UnityEngine.EventSystems.TouchInputModule));
     }
     var canvas = dialogueManager.GetComponentInChildren<Canvas>();
     if (canvas == null) {
         var canvasObject = new GameObject("Canvas");
         canvasObject.layer = 5; // Built-in UI layer.
         canvasObject.AddComponent<Canvas>();
         canvasObject.AddComponent<UnityEngine.UI.CanvasScaler>();
         canvasObject.AddComponent<UnityEngine.UI.GraphicRaycaster>();
         canvas = canvasObject.GetComponent<Canvas>();
         canvas.renderMode = RenderMode.ScreenSpaceOverlay;
         canvasObject.transform.SetParent(dialogueManager.transform);
     }
     var uiInstance = Instantiate(ui) as UnityUIDialogueUI;
     uiInstance.transform.SetParent(canvas.transform, false);
     dialogueManager.displaySettings.dialogueUI = uiInstance.gameObject;
 }
 public virtual void ApplyToDialogueUI(UnityUIDialogueUI ui)
 {
     if (checkedContinueButton)
     {
         return;
     }
     if (subtitle != null && subtitle.continueButton != null)
     {
         // Make sure continue button is connected:
         if (subtitle.continueButton.onClick.GetPersistentEventCount() == 0 || // OnClick() unassigned or
             subtitle.continueButton.onClick.GetPersistentTarget(0) == null)   // OnClick() target is null:
         {
             subtitle.continueButton.onClick.AddListener(ui.OnContinue);
         }
         // If continue button has fast forward, make sure its UI reference is connected:
         var ffwd = subtitle.continueButton.GetComponent <UnityUIContinueButtonFastForward>();
         if (ffwd != null && ffwd.dialogueUI == null)
         {
             ffwd.dialogueUI = ui;
         }
     }
     checkedContinueButton = true;
 }
		private bool FindDialogueUI() {
			if (dialogueUI == null && DialogueManager.DisplaySettings.dialogueUI) {
				dialogueUI = DialogueManager.DisplaySettings.dialogueUI.GetComponent<UnityUIDialogueUI>();
			}
			return (dialogueUI != null);
		}