Kerbal Space Program
1.12.4
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A GUI-Drawn Dialog that gives the player any amount of options More...
Public Member Functions | |
override GameObject | Create (ref Stack< Transform > layouts, UISkinDef skin) |
void | FixedUpdate () |
void | LateUpdate () |
MultiOptionDialog (string name, string msg, string windowTitle, UISkinDef skin, params DialogGUIBase[] options) | |
Creates a new MultiOptionDialog (doesn't draw it automatically though. Call the DrawWindow or DrawContent method from an OnGUI event) More... | |
MultiOptionDialog (string name, string msg, string windowTitle, UISkinDef skin, float width, params DialogGUIBase[] options) | |
Creates a new MultiOptionDialog (doesn't draw it automatically though. Call the DrawWindow or DrawContent method from an OnGUI event) More... | |
MultiOptionDialog (string name, string msg, string windowTitle, UISkinDef skin, Rect rct, params DialogGUIBase[] options) | |
Creates a new MultiOptionDialog (doesn't draw it automatically though. Call the DrawWindow or DrawContent method from an OnGUI event) More... | |
new void | OnRenderObject () |
new void | Resize () |
override void | Update () |
Call this from an OnGUI event to draw the dialog's content only (assumes you'll be doing this in a proper location) More... | |
Public Member Functions inherited from DialogGUIBase | |
void | AddChild (DialogGUIBase child) |
void | AddChildren (DialogGUIBase[] c) |
DialogGUIBase (params DialogGUIBase[] list) | |
void | SetOptionText (string text) |
Public Attributes | |
Rect | dialogRect |
Callback | DrawCustomContent = () => { GUILayout.FlexibleSpace(); } |
int | id |
string | message = "Choose an option:" |
string | name = "" |
DialogGUIBase[] | Options |
string | title = "" |
UISkinDef | UISkinDef |
Public Attributes inherited from DialogGUIBase | |
List< DialogGUIBase > | children = new List<DialogGUIBase>() |
bool | flexibleHeight = true |
UIStyle | guiStyle = null |
float | height = -1.0f |
Callback | OnFixedUpdate = () => { } |
Callback | OnLateUpdate = () => { } |
Callback | OnRenderObject = () => { } |
Callback | OnResize = () => { } |
Callback | OnUpdate = () => { } |
Func< bool > | OptionEnabledCondition = () => { return true; } |
Func< bool > | OptionInteractableCondition = () => { return true; } |
string | OptionText = "No Function" |
Vector2 | position |
Vector2 | size = new Vector2(-1f, -1f) |
Color | tint |
string | tooltipText |
GameObject | uiItem = null |
bool | useColor = false |
float | width = -1.0f |
Additional Inherited Members | |
Static Public Member Functions inherited from DialogGUIBase | |
static bool | SelectFirstItem (DialogGUIBase[] items) |
static void | SetUpTextObject (TMPro.TextMeshProUGUI text, string value, UIStyle style, UISkinDef skin, bool ignoreStyleColor=false) |
Protected Member Functions inherited from DialogGUIBase | |
virtual TMPro.TextMeshProUGUI | GetTextObject () |
void | SetupTransformAndLayout () |
Protected Attributes inherited from DialogGUIBase | |
bool | dirty = true |
bool | lastEnabledState = false |
bool | lastInteractibleState = true |
Properties inherited from DialogGUIBase | |
bool | Dirty [get, set] |
A GUI-Drawn Dialog that gives the player any amount of options
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inline |
Creates a new MultiOptionDialog (doesn't draw it automatically though. Call the DrawWindow or DrawContent method from an OnGUI event)
name | The name (in english) to be used for lookups/etc |
msg | The message to display on the dialog |
windowTitle | The window title (unused if using DrawContent) |
skin | The GUI sking to use (unapplied if null) |
options | The Options to Display |
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inline |
Creates a new MultiOptionDialog (doesn't draw it automatically though. Call the DrawWindow or DrawContent method from an OnGUI event)
name | The name (in english) to be used for lookups/etc |
msg | The message to display on the dialog |
drawCustomContent | A callback to a function to draw custom GUI content on this dialog, just under the message label |
windowTitle | The window title |
skin | The GUI sking to use (unapplied if null) |
options | The Options to Display |
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inline |
Creates a new MultiOptionDialog (doesn't draw it automatically though. Call the DrawWindow or DrawContent method from an OnGUI event)
name | The name (in english) to be used for lookups/etc |
msg | The message to display on the dialog |
windowTitle | The window title |
skin | The GUI sking to use (unapplied if null) |
rct | The dialogs rectangle |
options | The Options to Display |
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inlinevirtual |
Reimplemented from DialogGUIBase.
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inline |
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inline |
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inline |
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inlinevirtual |
Reimplemented from DialogGUIBase.
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inlinevirtual |
Call this from an OnGUI event to draw the dialog's content only (assumes you'll be doing this in a proper location)
Reimplemented from DialogGUIBase.
Rect MultiOptionDialog.dialogRect |
Callback MultiOptionDialog.DrawCustomContent = () => { GUILayout.FlexibleSpace(); } |
int MultiOptionDialog.id |
string MultiOptionDialog.message = "Choose an option:" |
string MultiOptionDialog.name = "" |
DialogGUIBase [] MultiOptionDialog.Options |
string MultiOptionDialog.title = "" |
UISkinDef MultiOptionDialog.UISkinDef |