/// <summary> /// Creates a circular progress dialog that can be modified or stored before showing. /// <para></para> /// Before calling <see cref="DialogProgress.Show"/>, call <see cref="DialogProgress.Initialize(string,string,ImageData,bool)"/>. /// <para></para> /// For a simpler solution with less customizability, use <see cref="ShowProgressCircular(string,string,ImageData,bool)"/>. /// </summary> /// <returns>The instance of the created dialog.</returns> public static DialogProgress CreateProgressCircular() { DialogProgress dialog = PrefabManager.InstantiateGameObject(PrefabManager.ResourcePrefabs.dialogProgress, instance.transform).GetComponent <DialogProgress>(); dialog.SetupIndicator(false); dialog.Initialize(); return(dialog); }
/// <summary> /// Shows a circular progress dialog with an optional title, optional icon, optional body text, and a required progress indicator. /// <para></para> /// For more customizability, use <see cref="CreateProgressCircular"/>. /// </summary> /// <param name="bodyText">The body text. Make null for no body.</param> /// <param name="titleText">The title text. Make null for no title.</param> /// <param name="icon">The icon next to the title. Make null for no icon.</param> /// <param name="startStationaryAtZero">Should the progress begin at zero and non-animated?</param> /// <returns>The instance of the initialized, shown dialog.</returns> public static DialogProgress ShowProgressCircular(string bodyText, string titleText, ImageData icon, bool startStationaryAtZero = false) { DialogProgress dialog = CreateProgressCircular(); dialog.Initialize(bodyText, titleText, icon, startStationaryAtZero); dialog.ShowModal(); return(dialog); }