103 lines
2.7 KiB
C#
103 lines
2.7 KiB
C#
using PixelCrushers.DialogueSystem;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using static System.Net.Mime.MediaTypeNames;
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namespace Beyond
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{
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public class BeyondBarkUI : StandardBarkUI
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{
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public CanvasGroup m_statsGroup;
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protected override void Start()
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{
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base.Start();
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HideUI.SetActive += (bool b) =>
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{
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if (!b) InstantHide();
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};
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}
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public virtual void InstantHide()
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{
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if (canvasGroup)
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canvasGroup.gameObject.SetActive(false);
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numSequencesActive = 0;
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if (CanTriggerAnimations() && !string.IsNullOrEmpty(animationTransitions.hideTrigger))
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{
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if (!string.IsNullOrEmpty(animationTransitions.hideTrigger))
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{
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animator.ResetTrigger(animationTransitions.hideTrigger);
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}
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}
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else if (canvas != null)
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{
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canvas.enabled = false;
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}
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if (canvas != null) canvas.GetComponent<RectTransform>().localPosition = originalCanvasLocalPosition;
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doneTime = 0;
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if (m_statsGroup)
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m_statsGroup.alpha = 1f;
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}
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}
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/*
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public class BeyondBarkUI : AbstractBarkUI
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{
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public Animator m_animator;
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public TextMeshProUGUI m_textToBark;
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[HideInInspector]
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public float doneTime = 0;
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/// <summary>
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/// The duration in seconds to show the bark text before fading it out.
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/// </summary>
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[Tooltip("The duration in seconds to show the bark text before fading it out. If zero, use the Dialogue Manager's Bark Settings.")]
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public float duration = 4f;
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/// <summary>
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/// Indicates whether a bark is currently playing.
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/// </summary>
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/// <value>
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/// <c>true</c> if playing; otherwise, <c>false</c>.
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/// </value>
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public override bool isPlaying
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{
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get
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{
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return (DialogueTime.time < doneTime);
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}
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}
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protected virtual void Awake()
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{
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m_animator = GetComponent<Animator>();
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}
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protected void OnEnable()
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{
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}
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public override void Bark(Subtitle subtitle)
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{
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m_textToBark.text = subtitle.formattedText.text;
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m_animator.SetBool("show", true);
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CancelInvoke("Hide");
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Invoke("Hide", duration);
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doneTime = DialogueTime.time + duration;
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}
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public override void Hide()
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{
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m_animator.SetBool("show", false);
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doneTime = 0;
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}
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}
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*/
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} |