Class: InGameUIManager
- Namespace:
Global - Assembly:
Dew.Core.dll - Inheritance / Derived: LogicBehaviour →
ManagerBase→ UIManager → UIManager
csharp
public class InGameUIManager : UIManager, ILogicUpdateFields
| Name | Declaration | Description |
|---|---|---|
cmsgContainer | public Transform cmsgContainer | |
cmsgErrorPrefab | public GameObject cmsgErrorPrefab | |
cmsgGeneralPrefab | public GameObject cmsgGeneralPrefab | |
cmsgStartPivot | public Transform cmsgStartPivot | |
currentMockExit | public Rift_MockExit currentMockExit | |
disableOnEndingObjects | public GameObject[] disableOnEndingObjects | |
fullWorldMapNodeItems | `[NonSerialized] | |
| public List<RectTransform> fullWorldMapNodeItems` | ||
miniWorldMapNodeItems | `[NonSerialized] | |
| public List<RectTransform> miniWorldMapNodeItems` | ||
onHasWorldNodePingChanged | public Action<bool> onHasWorldNodePingChanged | |
onScoreboardDisplayedChanged | public Action<bool> onScoreboardDisplayedChanged | |
onShowWorldMessage | public Action<WorldMessageSetting> onShowWorldMessage | |
onWorldDisplayedChanged | public Action<WorldDisplayStatus> onWorldDisplayedChanged | |
whiteFadeCg | public CanvasGroup whiteFadeCg |
Properties
| Name | Declaration | Description |
|---|---|---|
disablePlayingInput | public bool disablePlayingInput { get; } | |
hasWorldNodePing | public bool hasWorldNodePing { get; } | Do we need mini world map instead of party display right now? |
instance | public static InGameUIManager instance { get; } | If you expect the instance to be null, you MUST USE softInstance in Update loops.This will call FindObjectOfType if current instance is null, which can be very expensive. |
isDoingEnding | public bool isDoingEnding { get; } | |
isScoreboardDisplayed | public bool isScoreboardDisplayed { get; set; } | |
isWorldDisplayed | public WorldDisplayStatus isWorldDisplayed { get; set; } | |
lastWorldDisplayUnscaledTime | public float lastWorldDisplayUnscaledTime { get; } | |
softInstance | public static InGameUIManager softInstance { get; } |
Methods
DecrementWorldNodePingCounter()
This decrements internal counter. You must pair this with equivalent number EnableMiniWorldMap calls.
csharp
public void DecrementWorldNodePingCounter()DisablePlayingInput()
csharp
public void DisablePlayingInput()EnablePlayingInput()
csharp
public void EnablePlayingInput()FrameUpdate()
csharp
public override void FrameUpdate()GetContinueRelatedDescription()
csharp
public string GetContinueRelatedDescription()Returns: string
GetWorldNodeUIPos(int)
csharp
public Vector2 GetWorldNodeUIPos(int index)Parameters:
| Name | Type | Description |
|---|---|---|
index | int |
Returns: UnityEngine.Vector2
IncrementWorldNodePingCounter()
csharp
public void IncrementWorldNodePingCounter()OnStateChanged(string, string)
csharp
protected override void OnStateChanged(string oldState, string newState)Parameters:
| Name | Type | Description |
|---|---|---|
oldState | string | |
newState | string |
SetIsDoingEnding(bool)
csharp
public void SetIsDoingEnding(bool value)Parameters:
| Name | Type | Description |
|---|---|---|
value | bool |
SetWhiteFade(bool)
csharp
public void SetWhiteFade(bool value)Parameters:
| Name | Type | Description |
|---|---|---|
value | bool |
ShouldDoAutoFocus()
csharp
public override bool ShouldDoAutoFocus()Returns: bool
ShowCenterMessage(CenterMessageType, string, object[])
csharp
public void ShowCenterMessage(CenterMessageType type, string key, object[] formatArgs = null)Parameters:
| Name | Type | Description |
|---|---|---|
type | CenterMessageType | |
key | string | |
formatArgs | object[] |
ShowCenterMessageRaw(CenterMessageType, string)
csharp
public void ShowCenterMessageRaw(CenterMessageType type, string raw)Parameters:
| Name | Type | Description |
|---|---|---|
type | CenterMessageType | |
raw | string |
ShowWorldPopMessage(WorldMessageSetting)
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public void ShowWorldPopMessage(WorldMessageSetting message)Parameters:
| Name | Type | Description |
|---|---|---|
message | WorldMessageSetting |
ValidateInGameActionMessage(bool)
csharp
public static bool ValidateInGameActionMessage(bool requireAliveHero = true)Parameters:
| Name | Type | Description |
|---|---|---|
requireAliveHero | bool |
Returns: bool