This works just like NGUIDialogueUI except it uses the speaker's bark UI instead of the dialogue UI labels.
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override void | ShowSubtitle (Subtitle subtitle) |
| Shows the subtitle (NPC or PC) based on the character type.
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override void | Awake () |
| Sets up the component.
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override void | ShowAlert (string message, float duration) |
| Shows an alert.
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override void | OnContinue () |
| Handles the continue button being clicked.
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override void | Open () |
| Opens the conversation GUI.
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override void | ShowSubtitle (Subtitle subtitle) |
| Shows the subtitle (NPC or PC) based on the character type.
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virtual void | Start () |
| Starts this instance by hiding everything.
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virtual void | Close () |
| Closes the conversation GUI.
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virtual void | HideAlert () |
| Hides the alert if it's showing.
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virtual void | HideAllAlerts () |
| Hides the alert if it's showing.
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virtual void | Update () |
| Updates this instance by hiding the alert message when it's done.
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virtual void | HideSubtitle (Subtitle subtitle) |
| Hides the subtitle based on its character type (PC or NPC).
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virtual void | ShowContinueButton (Subtitle subtitle) |
| Shows the continue button.
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virtual void | HideContinueButton (Subtitle subtitle) |
| Hides the continue button.
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virtual void | ShowResponses (Subtitle subtitle, Response[] responses, float timeout) |
| Shows the player responses menu.
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virtual void | HideResponses () |
| Hides the player response menu.
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virtual void | ShowQTEIndicator (int index) |
| Shows a QTE indicator.
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virtual void | HideQTEIndicator (int index) |
| Hides a QTE indicator.
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virtual void | OnClick (object data) |
| Handles response button clicks.
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virtual void | OnContinueAlert () |
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virtual void | OnContinueConversation () |
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virtual void | SetPCPortrait (Sprite portraitSprite, string portraitName) |
| Sets the PC portrait name and sprite.
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virtual void | SetPCPortrait (Texture2D portraitTexture, string portraitName) |
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virtual void | SetActorPortraitSprite (string actorName, Sprite portraitSprite) |
| Sets the portrait sprite for an actor.
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This works just like NGUIDialogueUI except it uses the speaker's bark UI instead of the dialogue UI labels.