private void HandlePopulateById() { if (!String.IsNullOrEmpty(Id)) { string unformatted = Script_UIText.Text[Id].EN; string formatted = Script_Utils.FormatString(unformatted); GetComponent <TextMeshProUGUI>().text = formatted; } }
/// <summary> /// Handles copying thoughts into slots /// </summary> public void UpdatePlayerThoughts( Model_Thought thought, Model_PlayerThoughts thoughts, Script_PlayerThoughtsInventoryButton[] thoughtSlots ) { foreach (Script_PlayerThoughtsInventoryButton ts in thoughtSlots) { ts.text.text = string.Empty; } // works ONLY if thoughts is exactly equal to maxHP for (int i = 0; i < thoughts.uglyThoughts.Count; i++) { string newThoughtText = thoughts.uglyThoughts[i].thought; thoughtSlots[i].text.text = Script_Utils.FormatString(newThoughtText); } }
public void ShowThought(Model_Thought thought) { // stop any coroutine here if (isShowingThought) { StopCoroutine(coroutine); thoughtText.text = ""; } isShowingThought = true; thoughtText.text = Script_Utils.FormatString(thought.thought); canvasGroup.gameObject.SetActive(true); canvasGroup.alpha = 1f; canvasGroup.blocksRaycasts = true; audioSource.PlayOneShot(thoughtStartSoundFX, 1.0f); }
public void StartChoiceMode(Script_DialogueNode node) { if (node.data.locationType == "top") { activeCanvas = choiceCanvasTop; activeChoices = choicesTop; } else { activeCanvas = choiceCanvasBottom; activeChoices = choicesBottom; } // to get rid of flash at beginning and hide choice buttons foreach (Script_DialogueChoice choice in activeChoices) { choice.cursor.enabled = false; choice.gameObject.SetActive(false); } for (int i = 0; i < node.data.children.Length; i++) { activeChoices[i].Id = i; TextMeshProUGUI text = Script_Utils.FindComponentInChildWithTag <TextMeshProUGUI>( activeChoices[i].gameObject, Const_Tags.DialogueChoice ); string unformattedText = node.data.children[i].data.choiceText; text.text = Script_Utils.FormatString(unformattedText); // show choice buttons with data activeChoices[i].gameObject.SetActive(true); } activeCanvas.gameObject.SetActive(true); }
/// <summary> /// Used to set a simple text hint with the text canvas /// </summary> public void ShowTextHint(string s) { hintCanvasText.text = Script_Utils.FormatString(s); hintCanvasGroup.gameObject.SetActive(true); }