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    Class UnityCutsceneDialogPanelView

    The widget a Show Dialog stage writes into: a label for the speaker's name and a label for the line. Put it on the root of a UI object and assign its labels.

    Inheritance
    object
    UnityCutsceneDialogPanelView
    Namespace: Serenity.CutscenePlayer.Infrastructure.Dialog
    Assembly: Serenity.UnityCutscenePlayer.Infrastructure.dll
    Syntax
    public sealed class UnityCutsceneDialogPanelView : MonoBehaviour
    Remarks

    The same view serves the box the player builds in code. It is reused across the dialogs of one play, so every Serenity.CutscenePlayer.Infrastructure.Dialog.UnityCutsceneDialogPanelView.Bind(System.String,System.String,System.Boolean) sets the speaker label's visibility and text on both branches instead of assuming it still holds the previous dialog's state. Both texts go through ApplyKey of the Ui TMP localization updater, the single entry point the toast, modal, achievements and leaderboard use for text that may be a localization key; ApplyKey rather than ConfigureFor because the label is rebound after the updater has started, as UnityAchievementRowView documents.

    Constructors

    UnityCutsceneDialogPanelView()

    Declaration
    public UnityCutsceneDialogPanelView()
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