/// <summary> /// Attempts to find the GUI root and scroll view if they weren't set. /// Sets up the scroll view. /// </summary> public override void Awake() { base.Awake(); if (guiRoot == null) { guiRoot = GetComponentInChildren <GUIRoot>(); } if (scrollView == null) { scrollView = GetComponentInChildren <GUIScrollView>(); } if (scrollView != null) { scrollView.MeasureContentHandler += OnMeasureContent; scrollView.DrawContentHandler += OnDrawContent; } }
/// <summary> /// Awakes this instance. Attempts to find the GUI root and scroll view if they weren't /// set. /// </summary> public void Awake() { IsOpen = false; if (guiRoot == null) { guiRoot = GetComponentInChildren <GUIRoot>(); } if (scrollView == null) { scrollView = GetComponentInChildren <GUIScrollView>(); } if (scrollView != null) { scrollView.MeasureContentHandler += OnMeasureContent; scrollView.DrawContentHandler += OnDrawContent; } }
/// <summary> /// On Awake, make sure that all properties have been set up properly. /// </summary> void Awake() { if (fpFreezePlayer == null) { Debug.LogError("You must assign FPFreezePlayer to " + name); enabled = false; } if (fpInventory == null) { Debug.LogError("You must assign vp_Inventory to " + name); enabled = false; } guiRoot = GetComponentInChildren<GUIRoot>(); if (guiRoot == null) { Debug.LogError("No GUIRoot found under " + name); enabled = false; } else { guiRoot.gameObject.SetActive(false); } if (weaponPanels.Length <= 0) { Debug.LogError("You must assign at least one weapon panel to " + name); enabled = false; } }
/// <summary> /// Attempts to find the GUI root and scroll view if they weren't set. /// Sets up the scroll view. /// </summary> public override void Awake() { base.Awake(); if (guiRoot == null) { guiRoot = GetComponentInChildren <GUIRoot>(); } if (scrollView == null) { scrollView = GetComponentInChildren <GUIScrollView>(); } if (scrollView != null) { scrollView.MeasureContentHandler += OnMeasureContent; scrollView.DrawContentHandler += OnDrawContent; } if (string.IsNullOrEmpty(groupHeadingGuiStyleName)) { groupHeadingGuiStyleName = questHeadingGuiStyleName; } }
/// <summary> /// Makes sure we have a GUIRoot and logs warnings if any critical controls are unassigned. /// </summary> private void FindControls() { if (guiRoot == null) { guiRoot = GetComponentInChildren <GUIRoot>(); } unityUIRoot = new UnityUIRoot(guiRoot); unityQTEControls = new UnityQTEControls(qteIndicators); SetupContinueButton(dialogue.npcSubtitle.continueButton); SetupContinueButton(dialogue.pcSubtitle.continueButton); SetupContinueButton(alert.continueButton); if (DialogueDebug.LogErrors) { if (guiRoot == null) { Debug.LogError(string.Format("{0}: UnityDialogueUI can't find GUIRoot and won't be able to display dialogue.", new System.Object[] { DialogueDebug.Prefix })); } if (DialogueDebug.LogWarnings) { if (dialogue.npcSubtitle.line == null) { Debug.LogWarning(string.Format("{0}: UnityDialogueUI NPC Subtitle Line needs to be assigned.", new System.Object[] { DialogueDebug.Prefix })); } if (dialogue.pcSubtitle.line == null) { Debug.LogWarning(string.Format("{0}: UnityDialogueUI PC Subtitle Line needs to be assigned.", new System.Object[] { DialogueDebug.Prefix })); } if (dialogue.responseMenu.buttons.Length == 0) { Debug.LogWarning(string.Format("{0}: UnityDialogueUI Response buttons need to be assigned.", new System.Object[] { DialogueDebug.Prefix })); } if (alert.line == null) { Debug.LogWarning(string.Format("{0}: UnityDialogueUI Alert Line needs to be assigned.", new System.Object[] { DialogueDebug.Prefix })); } } } }
public UnityUIRoot(GUIRoot guiRoot) { this.guiRoot = guiRoot; }
/// <summary> /// Makes sure we have a GUIRoot and logs warnings if any critical controls are unassigned. /// </summary> private void FindControls() { if (guiRoot == null) guiRoot = GetComponentInChildren<GUIRoot>(); unityUIRoot = new UnityUIRoot(guiRoot); unityQTEControls = new UnityQTEControls(qteIndicators); SetupContinueButton(dialogue.npcSubtitle.continueButton); SetupContinueButton(dialogue.pcSubtitle.continueButton); SetupContinueButton(alert.continueButton); if (DialogueDebug.LogErrors) { if (guiRoot == null) Debug.LogError(string.Format("{0}: UnityDialogueUI can't find GUIRoot and won't be able to display dialogue.", new System.Object[] { DialogueDebug.Prefix })); if (DialogueDebug.LogWarnings) { if (dialogue.npcSubtitle.line == null) Debug.LogWarning(string.Format("{0}: UnityDialogueUI NPC Subtitle Line needs to be assigned.", new System.Object[] { DialogueDebug.Prefix })); if (dialogue.pcSubtitle.line == null) Debug.LogWarning(string.Format("{0}: UnityDialogueUI PC Subtitle Line needs to be assigned.", new System.Object[] { DialogueDebug.Prefix })); if (dialogue.responseMenu.buttons.Length == 0) Debug.LogWarning(string.Format("{0}: UnityDialogueUI Response buttons need to be assigned.", new System.Object[] { DialogueDebug.Prefix })); if (alert.line == null) Debug.LogWarning(string.Format("{0}: UnityDialogueUI Alert Line needs to be assigned.", new System.Object[] { DialogueDebug.Prefix })); } } }
/// <summary> /// Attempts to find the GUI root and scroll view if they weren't set. /// Sets up the scroll view. /// </summary> public override void Awake() { base.Awake(); if (guiRoot == null) guiRoot = GetComponentInChildren<GUIRoot>(); if (scrollView == null) scrollView = GetComponentInChildren<GUIScrollView>(); if (scrollView != null) { scrollView.MeasureContentHandler += OnMeasureContent; scrollView.DrawContentHandler += OnDrawContent; } }