private void SetControlsActive(bool value) { control.visible = value; UnityDialogueUIControls.SetControlActive(label, value); UnityDialogueUIControls.SetControlActive(textField, value); UnityDialogueUIControls.SetControlActive(panel, value); }
/// <summary> /// Sets the controls active/inactive. /// </summary> /// <param name="value">If set to <c>true</c> value.</param> public override void SetActive(bool value) { UnityDialogueUIControls.SetControlActive(line, value); UnityDialogueUIControls.SetControlActive(portraitImage, value); UnityDialogueUIControls.SetControlActive(portraitName, value); UnityDialogueUIControls.SetControlActive(continueButton, value); UnityDialogueUIControls.SetControlActive(panel, value); }
/// <summary> /// Starts the timer. /// </summary> /// <param name='timeout'> /// Timeout duration in seconds. /// </param> public override void StartTimer(float timeout) { if (timer != null) { if (timerEffect == null) { UnityDialogueUIControls.SetControlActive(timer, true); timerEffect = timer.GetComponent <TimerEffect>(); UnityDialogueUIControls.SetControlActive(timer, false); } if (timerEffect != null) { timer.progress = 1; timerEffect.duration = timeout; timerEffect.TimeoutHandler -= OnTimeout; timerEffect.TimeoutHandler += OnTimeout; UnityDialogueUIControls.SetControlActive(timer, true); } } }
/// <summary> /// Sets the controls active/inactive, except this method never activates the timer. If the /// UI's display settings specify a timeout, then the UI will call StartTimer() to manually /// activate the timer. /// </summary> /// <param name='value'> /// Value (<c>true</c> for active; otherwise inactive). /// </param> public override void SetActive(bool value) { subtitleReminder.SetActive(value && subtitleReminder.hasText); foreach (GUIButton button in buttons) { UnityDialogueUIControls.SetControlActive(button, value && button.visible); } UnityDialogueUIControls.SetControlActive(timer, false); UnityDialogueUIControls.SetControlActive(pcImage, value); UnityDialogueUIControls.SetControlActive(pcName, value); UnityDialogueUIControls.SetControlActive(panel, value); if (value == true) { if ((pcImage != null) && (pcPortraitTexture != null)) { pcImage.image = pcPortraitTexture; } if ((pcName != null) && (pcPortraitName != null)) { pcName.text = pcPortraitName; } } }
public override void SetActive(bool value) { base.SetActive(value); UnityDialogueUIControls.SetControlActive(panel, value); }
public override void ShowPanel() { UnityDialogueUIControls.SetControlActive(panel, true); }
/// <summary> /// Hides the continue button. /// </summary> public override void HideContinueButton() { UnityDialogueUIControls.SetControlActive(continueButton, false); }
/// <summary> /// Shows the continue button. /// </summary> public override void ShowContinueButton() { UnityDialogueUIControls.SetControlActive(continueButton, true); }