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Class: InGameUIManager ​

csharp
public class InGameUIManager : UIManager, ILogicUpdate

Fields ​

NameDeclarationDescription
cmsgContainerpublic Transform cmsgContainer
cmsgErrorPrefabpublic GameObject cmsgErrorPrefab
cmsgGeneralPrefabpublic GameObject cmsgGeneralPrefab
cmsgStartPivotpublic Transform cmsgStartPivot
currentMockExitpublic Rift_MockExit currentMockExit
disableOnEndingObjectspublic GameObject[] disableOnEndingObjects
fullWorldMapNodeItems`[NonSerialized]
public List<RectTransform> fullWorldMapNodeItems`
miniWorldMapNodeItems`[NonSerialized]
public List<RectTransform> miniWorldMapNodeItems`
onHasWorldNodePingChangedpublic Action&lt;bool&gt; onHasWorldNodePingChanged
onScoreboardDisplayedChangedpublic Action&lt;bool&gt; onScoreboardDisplayedChanged
onShowWorldMessagepublic Action&lt;WorldMessageSetting&gt; onShowWorldMessage
onWorldDisplayedChangedpublic Action&lt;WorldDisplayStatus&gt; onWorldDisplayedChanged
whiteFadeCgpublic CanvasGroup whiteFadeCg

Properties ​

NameDeclarationDescription
disablePlayingInputpublic bool disablePlayingInput { get; }
hasWorldNodePingpublic bool hasWorldNodePing { get; }Do we need mini world map instead of party display right now?
instancepublic static InGameUIManager instance { get; }If you expect the instance to be null, you MUST USE softInstance in Update loops.This will call FindObjectOfType if current instance is null, which can be very expensive.
isDoingEndingpublic bool isDoingEnding { get; }
isScoreboardDisplayedpublic bool isScoreboardDisplayed { get; set; }
isWorldDisplayedpublic WorldDisplayStatus isWorldDisplayed { get; set; }
lastWorldDisplayUnscaledTimepublic float lastWorldDisplayUnscaledTime { get; }
softInstancepublic static InGameUIManager softInstance { get; }

Methods ​

DecrementWorldNodePingCounter() ​

This decrements internal counter. You must pair this with equivalent number EnableMiniWorldMap calls.

csharp
public void DecrementWorldNodePingCounter()

DisablePlayingInput() ​

csharp
public void DisablePlayingInput()

EnablePlayingInput() ​

csharp
public void EnablePlayingInput()

FrameUpdate() ​

csharp
public override void FrameUpdate()

GetContinueRelatedDescription() ​

csharp
public string GetContinueRelatedDescription()

Returns: string

GetWorldNodeUIPos(int) ​

csharp
public Vector2 GetWorldNodeUIPos(int index)

Parameters:

NameTypeDescription
indexint

Returns: UnityEngine.Vector2

IncrementWorldNodePingCounter() ​

csharp
public void IncrementWorldNodePingCounter()

OnStateChanged(string, string) ​

csharp
protected override void OnStateChanged(string oldState, string newState)

Parameters:

NameTypeDescription
oldStatestring
newStatestring

SetIsDoingEnding(bool) ​

csharp
public void SetIsDoingEnding(bool value)

Parameters:

NameTypeDescription
valuebool

SetWhiteFade(bool) ​

csharp
public void SetWhiteFade(bool value)

Parameters:

NameTypeDescription
valuebool

ShouldDoAutoFocus() ​

csharp
public override bool ShouldDoAutoFocus()

Returns: bool

ShowCenterMessage(CenterMessageType, string, object[]) ​

csharp
public void ShowCenterMessage(CenterMessageType type, string key, object[] formatArgs = null)

Parameters:

NameTypeDescription
typeCenterMessageType
keystring
formatArgsobject[]

ShowCenterMessageRaw(CenterMessageType, string) ​

csharp
public void ShowCenterMessageRaw(CenterMessageType type, string raw)

Parameters:

NameTypeDescription
typeCenterMessageType
rawstring

ShowWorldPopMessage(WorldMessageSetting) ​

csharp
public void ShowWorldPopMessage(WorldMessageSetting message)

Parameters:

NameTypeDescription
messageWorldMessageSetting

ValidateInGameActionMessage(bool) ​

csharp
public static bool ValidateInGameActionMessage(bool requireAliveHero = true)

Parameters:

NameTypeDescription
requireAliveHerobool

Returns: bool

Maintained by the Shape of Dreams Modding Community