Displays a GameObject (which typically has text information in it).
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Displays a GameObject (which typically has text information in it).
◆ AutoHide()
virtual IEnumerator PlatformerPro.Extras.UIDialog.AutoHide |
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protectedvirtual |
Coroutine to autohide the dialog.
◆ CheckForTyperHide()
virtual IEnumerator PlatformerPro.Extras.UIDialog.CheckForTyperHide |
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protectedvirtual |
Coroutine to check for closing of a dialog typer.
- Returns
- The for typer hide.
◆ HideDialog()
virtual void PlatformerPro.Extras.UIDialog.HideDialog |
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virtual |
◆ ShowDialog() [1/2]
virtual void PlatformerPro.Extras.UIDialog.ShowDialog |
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virtual |
◆ ShowDialog() [2/2]
virtual void PlatformerPro.Extras.UIDialog.ShowDialog |
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Transform |
worldPosition | ) |
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virtual |
Shows the dialog.
- Parameters
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worldPosition | World position to use. Only applied if world position is not already set. |
◆ autoHideTime
float PlatformerPro.Extras.UIDialog.autoHideTime |
Time (in seconds) before the box is hidden after showing. Use 0 to disable auto hide.
◆ dialogTyper
Reference to the dialog typer or null if there isn't one.
◆ hideEffects
List<FX_Base> PlatformerPro.Extras.UIDialog.hideEffects |
◆ showEffects
List<FX_Base> PlatformerPro.Extras.UIDialog.showEffects |
◆ target
GameObject PlatformerPro.Extras.UIDialog.target |
Object to activate on show and deactivate on hide. Can be null if you use effects.
◆ updateWorldPositionEachFrame
bool PlatformerPro.Extras.UIDialog.updateWorldPositionEachFrame = true |
Should we update world position each frame (use to allow pixel perfect placement in world position).
◆ visible
bool PlatformerPro.Extras.UIDialog.visible |
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protected |
Tracks if we are visible or not.
◆ worldPosition
Transform PlatformerPro.Extras.UIDialog.worldPosition |
Where in the world should this object be shown.
◆ Visible
bool PlatformerPro.Extras.UIDialog.Visible |
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get |
The documentation for this class was generated from the following file:
- D:/Projects/platformer-pro-2019.3/Assets/PlatformerPro/Scripts/UI/InGameUI/Legacy/UIDialog.cs