Notable states¶
SetText contains some key fields and local variables that are important to understand. They especially have to do with Dialogue mode.
message¶
A global flag on MainManager behaving like a lock that enforces the restriction that only one Dialogue mode call can execute at a given time. It is used to prevent behaviors to take place until its value is set to false. In Dialogue mode, this lock is set to true on Dialogue setup and released on Dialogue Cleanup.
White it is possible to bypass it this restriction by ignoring the value of message, doing so has undefined behaviors.
waitinput¶
A global flag on MainManager that acts as a lock to wait for a confirmation input (confirm or cancel). This is used with the Text advance system in Dialogue mode by yielding during Dialogue post-processing.
tailtarget¶
The entity pointed by the textbox. This is meant to show who is talking. This can be overridden by tail.
textbox¶
The box that holds the text in Dialogue mode. This contains the textholder. It can be hidden with a shrink animation or revealed with a grow animation.
textholder¶
The GameObject that holds all the TextMesh SetText renders. Its parent is set to the parent
parameter with a local position of the position
parameter. Its localEulerAngles is set to zero if the tridimensional
parameter is false and its scales is set to Vector3.one. Its name will be Text:
followed by the input string and its tag will be set to Text
.
fonttype¶
This is a parameter sent to SetText that determines the font to render.
Font id table¶
Name | ID |
---|---|
BubblegumSans |
0 |
D3Streetism |
1 |
UNUSED (gets overriden to D3Streetism by MainManager.FontID) |
2 |
Uzura |
3 |
BalsamiqSans |
4 |
ONEMobilePOP |
5 |