Dialogue Box UGUI

💬 DialogueBoxUGUI Class

Feel Speak's main dialogue box for uGUI that handles text rendering, typewriter effects, and dialogue display.

Namespace: Esper.FeelSpeak.UI.UGUI Inherits from: DialogueBox Type: class


📦 Fields

Access
Field
Type
Description

protected

content

GameObject

The GameObject that contains all the dialogue content.

protected

dialogueLabel

TextMeshProUGUI

The label that displays the dialogue text.

protected

dialogueScroll

ScrollRect

The scroll rect of the dialogue used for overflow cases.

private

totalVisibleCharacters

int

The total visible dialogue text characters.


🏷️ Properties

Access
Property
Type
Description

public

IsOpen

bool

Gets whether the dialogue box is currently open.


🧰 Methods

Access
Method
Returns
Description

protected

Awake()

void

Unity's Awake method. Initializes the dialogue label with empty text.

protected

Apply(DialogueNode)

void

Applies a dialogue node, handling both instant and typewriter display modes.

protected

Apply(ChoiceNode)

void

Applies a choice node to the dialogue box.

public

FastForward()

bool

Fast forwards the dialogue display and returns success status.

public

Hide()

void

Hides the dialogue box by deactivating the content GameObject.

public

Show()

void

Shows the dialogue box by activating the content GameObject.

public

Close()

void

Closes the dialogue box and clears the dialogue text.

protected

StartTyping()

void

Starts the typewriter effect coroutine for displaying text character by character.

protected

TypeText()

IEnumerator

Coroutine that handles the typewriter effect with emotion-based speed and sound effects.

protected

OnLocaleChanged(Locale)

void

Handles locale changes by updating dialogue info and refreshing the text display.

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