/// <summary> /// Sets a label with formatted text. /// </summary> /// <param name='label'> /// Label to set. /// </param> /// <param name='formattedText'> /// Formatted text. /// </param> private void SetFormattedText(UnityEngine.UI.Text label, FormattedText formattedText) { if (label != null) { if (formattedText != null) { var text = UITools.GetUIFormattedText(formattedText); if (ignorePauseCodes) { text = UnityUITypewriterEffect.StripRPGMakerCodes(text); } label.text = text; UITools.SendTextChangeMessage(label); if (!haveSavedOriginalColor) { originalColor = label.color; haveSavedOriginalColor = true; } label.color = (formattedText.emphases.Length > 0) ? formattedText.emphases[0].color : originalColor; } else { label.text = string.Empty; } } }
private IEnumerator Clean() { control.text = UnityUITypewriterEffect.StripRPGMakerCodes(control.text); yield return(null); control.text = UnityUITypewriterEffect.StripRPGMakerCodes(control.text); }
public void OnEnable() { if (control == null) { return; } control.text = UnityUITypewriterEffect.StripRPGMakerCodes(control.text); }
public void Awake() { if (dialogueUI == null) { dialogueUI = Tools.GetComponentAnywhere<UnityUIDialogueUI>(gameObject); } if (typewriterEffect == null) { typewriterEffect = GetComponentInChildren<UnityUITypewriterEffect>(); } }
public virtual void Awake() { if (dialogueUI == null) { dialogueUI = Tools.GetComponentAnywhere <UnityUIDialogueUI>(gameObject); } if (typewriterEffect == null) { typewriterEffect = GetComponentInChildren <UnityUITypewriterEffect>(); } }
public virtual void Awake() { if (dialogueUI == null) { dialogueUI = Tools.GetComponentAnywhere <UnityUIDialogueUI>(gameObject); } if (typewriterEffect == null) { typewriterEffect = GetComponentInChildren <UnityUITypewriterEffect>(); } continueButton = GetComponent <UnityEngine.UI.Button>(); Tools.DeprecationWarning(this); }
private void RemoveIfDuplicate() { var effects = GetComponents <UnityUITypewriterEffect>(); if (effects.Length > 1) { UnityUITypewriterEffect keep = effects[0]; for (int i = 1; i < effects.Length; i++) { if (effects[i].GetInstanceID() < keep.GetInstanceID()) { keep = effects[i]; } } for (int i = 0; i < effects.Length; i++) { if (effects[i] != keep) { Destroy(effects[i]); } } } }