public OkCancelDialogViewModel(DialogButtonsType dialogButtonsType, string message)
 {
     DialogButtonsType = dialogButtonsType;
     Message           = message;
 }
示例#2
0
        /// <summary>
        /// Show the dialog instance substituting in passed values and running any transitions.
        /// </summary>
        /// <param name="title"></param>
        /// <param name="titleKey"></param>
        /// <param name="text"></param>
        /// <param name="textKey"></param>
        /// <param name="text2"></param>
        /// <param name="text2Key"></param>
        /// <param name="sprite"></param>
        /// <param name="doneCallback"></param>
        /// <param name="destroyOnClose"></param>
        /// <param name="dialogButtons"></param>
        public void Show(string title = null, string titleKey = null, string text   = null, string textKey = null,
                         string text2 = null, string text2Key = null, Sprite sprite = null,
                         Action <DialogInstance> doneCallback = null, bool destroyOnClose = true,
                         DialogButtonsType dialogButtons      = DialogButtonsType.Custom)
        {
            GameObject childGameObject;

            _dialogButtons  = dialogButtons;
            DoneCallback    = doneCallback;
            _destroyOnClose = destroyOnClose;

            // increase open count - not thread safe, but should be ok!
            Assert.IsTrue(DialogManager.IsActive, "Ensure that you have added a DialogManager component to your scene before showing a dialog!");
            DialogManager.Instance.Count++;
            IsShown = true;

            // default result
            DialogResult = DialogResultType.Ok;

            if (titleKey != null)
            {
                title = LocaliseText.Get(titleKey);
            }
            if (title != null)
            {
                UIHelper.SetTextOnChildGameObject(gameObject, "ph_Title", title, true);
            }

            if (sprite != null)
            {
                UIHelper.SetSpriteOnChildGameObject(gameObject, "ph_Image", sprite, true);
            }
            else
            {
                childGameObject = GameObjectHelper.GetChildNamedGameObject(gameObject, "ph_Image", true);
                if (childGameObject != null)
                {
                    childGameObject.SetActive(false);
                }
            }

            if (textKey != null)
            {
                text = LocaliseText.Get(textKey);
            }
            if (text != null)
            {
                UIHelper.SetTextOnChildGameObject(gameObject, "ph_Text", text, true);
            }
            else
            {
                childGameObject = GameObjectHelper.GetChildNamedGameObject(gameObject, "ph_Text", true);
                if (childGameObject != null)
                {
                    childGameObject.SetActive(false);
                }
            }

            if (text2Key != null)
            {
                text2 = LocaliseText.Get(text2Key);
            }
            if (text2 != null)
            {
                UIHelper.SetTextOnChildGameObject(gameObject, "ph_Text2", text2, true);
            }
            else
            {
                childGameObject = GameObjectHelper.GetChildNamedGameObject(gameObject, "ph_Text2", true);
                if (childGameObject != null)
                {
                    childGameObject.SetActive(false);
                }
            }

            switch (_dialogButtons)
            {
            case DialogButtonsType.Ok:
                GameObjectHelper.GetChildNamedGameObject(gameObject, "OkButton", true).SetActive(true);
                break;

            case DialogButtonsType.OkCancel:
                GameObjectHelper.GetChildNamedGameObject(gameObject, "OkButton", true).SetActive(true);
                GameObjectHelper.GetChildNamedGameObject(gameObject, "CancelButton", true).SetActive(true);
                break;

            case DialogButtonsType.Cancel:
                GameObjectHelper.GetChildNamedGameObject(gameObject, "CancelButton", true).SetActive(true);
                break;

            case DialogButtonsType.YesNo:
                GameObjectHelper.GetChildNamedGameObject(gameObject, "YesButton", true).SetActive(true);
                GameObjectHelper.GetChildNamedGameObject(gameObject, "NoButton", true).SetActive(true);
                break;
            }

            // show / transition in and when done call coroutine
            float transitionTime = 0;

            Target.SetActive(true);
#if BEAUTIFUL_TRANSITIONS
            //if (TransitionHelper.ContainsTransition(gameObject))
            //{
            transitionTime = TransitionHelper.GetTransitionInTime(TransitionHelper.TransitionIn(gameObject));
            //}
#endif
            StartCoroutine(CoRoutines.DelayedCallback(transitionTime, ShowFinished));
        }
示例#3
0
        ///// <summary>
        ///// Show the dialog instance substituting in passed values and running any transitions.
        ///// </summary>
        ///// <param name="title"></param>
        ///// <param name="text"></param>
        ///// <param name="text2"></param>
        ///// <param name="sprite"></param>
        ///// <param name="doneCallback"></param>
        ///// <param name="destroyOnClose"></param>
        ///// <param name="dialogButtons"></param>
        //public void Show(LocalisableText title, LocalisableText text, LocalisableText text2 = null, Sprite sprite = null,
        //    Action<DialogInstance> doneCallback = null, bool destroyOnClose = true,
        //    DialogButtonsType dialogButtons = DialogButtonsType.Custom)
        //{
        //    var tTitle = title == null ? null : title.GetValue();
        //    var tText = title == null ? null : text.GetValue();
        //    var tText2 = title == null ? null : text2.GetValue();
        //    Show(title: tTitle, text: tText, text2: tText2, sprite: sprite, doneCallback: doneCallback, destroyOnClose: destroyOnClose, dialogButtons: dialogButtons);
        //}

        /// <summary>
        /// Show the dialog instance substituting in passed values and running any transitions.
        /// </summary>
        /// <param name="title"></param>
        /// <param name="titleKey"></param>
        /// <param name="text"></param>
        /// <param name="textKey"></param>
        /// <param name="text2"></param>
        /// <param name="text2Key"></param>
        /// <param name="sprite"></param>
        /// <param name="doneCallback"></param>
        /// <param name="destroyOnClose"></param>
        /// <param name="dialogButtons"></param>
        /// <param name="buttonText"></param>
        public void Show(string title = null, string titleKey = null, string text   = null, string textKey = null,
                         string text2 = null, string text2Key = null, Sprite sprite = null,
                         Action <DialogInstance> doneCallback = null, bool destroyOnClose = true,
                         DialogButtonsType dialogButtons      = DialogButtonsType.Custom, LocalisableText[] buttonText = null)
        {
            GameObject childGameObject;

            _dialogButtons  = dialogButtons;
            DoneCallback    = doneCallback;
            _destroyOnClose = destroyOnClose;

            // increase open count - not thread safe, but should be ok!
            Assert.IsTrue(DialogManager.IsActive, "Ensure that you have added a DialogManager component to your scene before showing a dialog!");
            DialogManager.Instance.Count++;
            IsShown = true;

            // default result
            DialogResult = DialogResultType.Ok;

            if (!string.IsNullOrEmpty(titleKey))
            {
                title = GlobalLocalisation.GetText(titleKey);
            }
            if (title != null)
            {
                UIHelper.SetTextOnChildGameObject(gameObject, "ph_Title", title, true);
            }

            if (sprite != null)
            {
                UIHelper.SetSpriteOnChildGameObject(gameObject, "ph_Image", sprite, true);
            }
            else
            {
                childGameObject = GameObjectHelper.GetChildNamedGameObject(gameObject, "ph_Image", true);
                if (childGameObject != null)
                {
                    childGameObject.SetActive(false);
                }
            }

            if (!string.IsNullOrEmpty(textKey))
            {
                text = GlobalLocalisation.GetText(textKey);
            }
            if (text != null)
            {
                UIHelper.SetTextOnChildGameObject(gameObject, "ph_Text", text, true);
            }
            else
            {
                childGameObject = GameObjectHelper.GetChildNamedGameObject(gameObject, "ph_Text", true);
                if (childGameObject != null)
                {
                    childGameObject.SetActive(false);
                }
            }

            if (!string.IsNullOrEmpty(text2Key))
            {
                text2 = GlobalLocalisation.GetText(text2Key);
            }
            if (text2 != null)
            {
                UIHelper.SetTextOnChildGameObject(gameObject, "ph_Text2", text2, true);
            }
            else
            {
                childGameObject = GameObjectHelper.GetChildNamedGameObject(gameObject, "ph_Text2", true);
                if (childGameObject != null)
                {
                    childGameObject.SetActive(false);
                }
            }

            GameObject okButton, cancelButton;

            switch (_dialogButtons)
            {
            case DialogButtonsType.Ok:
                okButton = GameObjectHelper.GetChildNamedGameObject(gameObject, "OkButton", true);
                if (okButton != null)
                {
                    okButton.SetActive(true);
                }
                else
                {
                    Assert.IsNotNull(_textTemplateButton, "If using Ok buttons, ensure the Dialog a GameObject named OkButton or a GameObject named TextButton that is a template for text buttons");
                    var button = CreateTextButton(LocalisableText.CreateLocalised("Button.Ok"));
                    button.GetComponent <Button>().onClick.AddListener(() => DoneOk());
                }
                break;

            case DialogButtonsType.OkCancel:
                okButton     = GameObjectHelper.GetChildNamedGameObject(gameObject, "OkButton", true);
                cancelButton = GameObjectHelper.GetChildNamedGameObject(gameObject, "CancelButton", true);
                if (okButton != null && cancelButton != null)
                {
                    okButton.SetActive(true);
                    cancelButton.SetActive(true);
                }
                else
                {
                    Assert.IsNotNull(_textTemplateButton, "If using OkCancel buttons, ensure the Dialog has GameObjects named OkButton and CancelButton or a GameObject named TextButton that is a template for text buttons");
                    var button = CreateTextButton(LocalisableText.CreateLocalised("Button.Ok"));
                    button.GetComponent <Button>().onClick.AddListener(() => DoneOk());
                    button = CreateTextButton(LocalisableText.CreateLocalised("Button.Cancel"));
                    button.GetComponent <Button>().onClick.AddListener(() => DoneCancel());
                }
                break;

            case DialogButtonsType.Cancel:
                cancelButton = GameObjectHelper.GetChildNamedGameObject(gameObject, "CancelButton", true);
                if (cancelButton != null)
                {
                    cancelButton.SetActive(true);
                }
                else
                {
                    Assert.IsNotNull(_textTemplateButton, "If using a Cancel button, ensure the Dialog a GameObject named CancelButton or a GameObject named TextButton that is a template for text buttons");
                    var button = CreateTextButton(LocalisableText.CreateLocalised("Button.Cancel"));
                    button.GetComponent <Button>().onClick.AddListener(() => DoneCancel());
                }
                break;

            case DialogButtonsType.YesNo:
                var yesButton = GameObjectHelper.GetChildNamedGameObject(gameObject, "YesButton", true);
                var noButton  = GameObjectHelper.GetChildNamedGameObject(gameObject, "NoButton", true);
                if (yesButton != null && noButton != null)
                {
                    yesButton.SetActive(true);
                    noButton.SetActive(true);
                }
                else
                {
                    Assert.IsNotNull(_textTemplateButton, "If using YesNo buttons, ensure the Dialog has GameObjects named YesButton and NoButton or a GameObject named TextButton that is a template for text buttons");
                    var button = CreateTextButton(LocalisableText.CreateLocalised("Button.Yes"));
                    button.GetComponent <Button>().onClick.AddListener(() => DoneYes());
                    button = CreateTextButton(LocalisableText.CreateLocalised("Button.No"));
                    button.GetComponent <Button>().onClick.AddListener(() => DoneNo());
                }
                break;

            case DialogButtonsType.Text:
                Assert.IsNotNull(_textTemplateButton, "If using Text buttons, ensure the Dialog has a GameObject named TextButton that is a template for text buttons");
                Assert.IsNotNull(buttonText, "If using Text buttons, ensure you pass a valid array of localisable texts into the show method.");
                var counter = 0;
                foreach (var localisableText in buttonText)
                {
                    var button   = CreateTextButton(localisableText);
                    var counter1 = counter;
                    button.GetComponent <Button>().onClick.AddListener(() => DoneCustom(counter1));
                    counter++;
                }
                break;
            }

            // show / transition in and when done call coroutine
            float transitionTime = 0;

            Target.SetActive(true);
#if BEAUTIFUL_TRANSITIONS
            //if (TransitionHelper.ContainsTransition(gameObject))
            //{
            transitionTime = TransitionHelper.GetTransitionInTime(TransitionHelper.TransitionIn(gameObject));
            //}
#endif
            StartCoroutine(CoRoutines.DelayedCallback(transitionTime, ShowFinished));
        }
 public Speak(string Id, string PlayerGameItemId, string content, DialogButtonsType dialogType) : base(Id, PlayerGameItemId)
 {
     Content    = content;
     DialogType = dialogType;
 }