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.
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()