/// <summary> /// Input text to display at a specific fixed popUp (won't display until ExecuteFixed is called) /// NOTE: text is automatically appended to any existing text (on a new line) /// </summary> /// <param name="popPos"></param> /// <param name="textToDisplay"></param> public void SetData(PopUpPosition popPos, string textToDisplay) { if (GameManager.i.turnScript.CheckIsAutoRun() == false) { if (string.IsNullOrEmpty(textToDisplay) == false) { int index = (int)popPos; //if existing text use line break if (arrayOfTexts[index].text.Length > 0) { arrayOfTexts[index].text = string.Format("{0}{1}{2}", arrayOfTexts[index].text, "\n", textToDisplay); } else { arrayOfTexts[index].text = textToDisplay; } //set active index true (enables display) arrayOfActive[index] = true; if (isTestLog) { Debug.LogFormat("[Tst] PopUpFixed.cs -> SetData: {0} -> \"{1}\"{2}", popPos, textToDisplay, "\n"); } } else { Debug.LogWarning("Invalid textToDisplay (Null or Empty)"); } } }
/// <summary> /// Overloaded method that takes an actors slotID for PopUptext (won't display until ExecuteFixed is called) /// NOTE: text is appended to any existing text (on a new line) /// </summary> /// <param name="actorSlotID"></param> /// <param name="textToDisplay"></param> public void SetData(int actorSlotID, string textToDisplay) { PopUpPosition pop = PopUpPosition.Count; switch (actorSlotID) { case 0: pop = PopUpPosition.ActorSlot0; break; case 1: pop = PopUpPosition.ActorSlot1; break; case 2: pop = PopUpPosition.ActorSlot2; break; case 3: pop = PopUpPosition.ActorSlot3; break; } if (pop != PopUpPosition.Count) { SetData(pop, textToDisplay); } }