CS2335
Master_v2
Master_v2
  • Introduction
  • Introduction
    • Introduction
      • Design
      • Game Design
    • Unity - Download
    • Visual Studio - IDE
    • Hero's Journey
  • Unity Basics
    • Unity Editor Windows
    • MonoBehavior - Base-Class
    • Unity Engine - Event Functions
  • Getting Started
    • UI-Elements
    • Animator Controller
      • Animation Steps
    • PlayerController Flow Chart
    • PlayerController Code
      • PlayerController - V1 - S20
      • PlayerController V2 S20
      • PlayerController V3 S20
  • Project 1 - Simple Game
    • Overview
    • Project 1 - Get Started
      • UML Class Diagram
    • Player GameObject
      • PlayerController.cs V2
      • PlayerController.cs V3
    • Create 2D Sprite Prefab: Rock
    • Sorting Layers
  • Project1 Code
    • PickUp PreFabs
    • Player GameObject
    • PlayerController - jump
    • GameData Version1
    • PlayerStats Version1
    • MiniGameManager
      • Logic Diagram
    • Simple Spawner
    • Utility Class
  • Project1 Enhancements
    • PickUp - SelfDestruct
    • Spawn from List of Prefabs
  • Project 2 - StateManager
    • Project 2 - Learning Objectives
    • Project 2 - Starter Assets
    • Project 2
      • State Machine Framework
        • Singleton Pattern
      • StateManager - Singleton Design Pattern
      • IStateBase, BeginState
      • Project 2 -Steps: Create new Scene and State
      • Project 2 - List of Steps
        • Project 2 - Starter Code
  • Project 2 -Dialog
    • Hide_Show_Panel Script
    • Configure TitlePanel, DecisionPanel
    • Simple Dialog Prefab
    • Conversation Scriptable Objects
    • DialogManager_ConvList
    • Image Transitions for Buttons
  • UI Components
    • Finding Game Objects
    • Game Objects: UI vs. 2D Sprite
    • UI Elements
      • Canvas: Screen-Space Render-Mode
      • UI-Buttons To Change Scene
      • Text Input
  • Project2 Resources
    • Visual Novel in Unity-Links
    • Scriptable Object Factory
      • ScriptableObjects
    • Dialog Prefab Packages
  • Project 3 - Overview
    • Branching Story Structures
    • Dictionary Data-Structure
      • Unity PlayerPrefs Dictionary
    • Dictionary: User-Choice Data
      • User-Choices - Example
        • Dictionary Value to Disable Options
    • Simplified Mini-Game
      • PlayerController_v2 Mods
        • PlayerController_v2_final
      • MiniGameManager_v2
  • Proj3: Inventory System
    • Inventory-System
      • Install and Configure
      • Diagrams, Resources
        • Item, Gem, Potion Classes
        • Inventory Class
      • InventoryDisplay, Slot UI
        • InventoryDisplay Class
        • Slot Class
        • Hazard Class
        • Layout Groups
      • Customization Steps
        • Configure Animation
        • AddItem Button
        • Concrete Class: Food
        • MiniGame Mods
          • PlayerController Mods
      • Code: InventorySystem
        • GameData, PickUp Mods
      • Resources: Data Structures
  • Proj3: Custom UnityEvents
    • Event Publishing Patterns
    • Custom Event Messaging
  • Proj3: Mini-Game
    • MiniGame-Overview-Proj3
    • LevelManager
      • LevelManager Logic Diagram
      • LevelManager FSM
      • LoadLevel, StartLevel Logic
      • Code Framework
    • Timer
  • Project 3 - Code Mods
    • Project 3 - Steps
    • Project 3 - Code
      • Code: Final Versions
        • PlayerController Mods
          • PlayerController_v2 Mods
        • GameData - Final
        • LevelManager
        • PlayerStats - Final
        • PickUp, Hazard, ScorePickUp
        • Spawner - Final
        • CameraFollow
        • ScreenFader
        • MiniGameState
        • Example: EndState
      • MiniGameWin Logic
  • Optional, Supplemental Content
    • Optional Content
      • Adding Audio
      • Screen Fading and Reloading
      • ScriptableObjects
      • Disable Debug Logging
      • Events and Actions
      • Saving Data - Serialization
      • Parallax Scrolling
      • Change Sprites
  • C# Language
    • C# Language
      • Variables
      • Enum
      • Encapsulation
        • C# Properties
        • Access Modifiers
      • Inheritance
      • Polymorphism
      • Interface
      • Switch-Case
      • List< T >
      • Queue< T >
      • Dictionary
      • Foreach
      • Static
      • Ternary Operator: ?
      • this
      • Delegates
    • Diagrams
      • State Machine Framework
      • UML Class Diagrams
      • Level Manager Logic Diagram
      • Flow-Chart: NumberGame
      • FSM: NumberGame
    • Glossary
    • References and Resources
    • Random Thoughts
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  • Hide_Show_Panel, CanvasGroup
  • TitlePanel - Prefab (Optional)
  • DecisionPanel - Prefab

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  1. Project 2 -Dialog

Configure TitlePanel, DecisionPanel

PreviousHide_Show_Panel ScriptNextSimple Dialog Prefab

Last updated 5 years ago

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This page provides configuration details for other GameObjects used with Dialog Prefabs.

For any UI-Panel that you'd like to show/hide, you must add a CanvasGroup, and the Hide_Show_Panel script as shown in the image below.

The Hide_Show_Panel.cs script component's public fields: ShowOnStart, CloseButton, OpenButton will be configured according to desired behavior for each situation. The examples below show a few possible configurations.

Hide_Show_Panel, CanvasGroup

Example Configuration for TitlePanel shown above

TitlePanel - Prefab (Optional)

The image below shows the hierarchy panel for a TitlePanel that has a UI text, and a UI-Button that can be used to open a dialog prefab.

TitlePanel: This is a UI-Panel with children:

  • Children:

  • UI-Text: TitleText

  • UI_Button: StartDialogBtn

  • Attach CanavasGroup

  • Attach Hide_Show_Panel.cs The Hide_Show_Panel script will make sure the panel shows at start, and is hidden when the StartDialogBtn is clicked.

  • Configuration for Hide_Show_Panel.cs on TitlePanel:

  • ShowOnStart checked as True

  • CloseButton: StartDialogBtn

  • OpenButton: empty

DecisionPanel - Prefab

This prefab is a UI panel that contains 2 buttons that can be used for scene change logic in all scenes. It should start as hidden, then it's opened by the DialogPanel's script, when there's no dialog left to display. It is configured as the "NextPanelToOpen" for the SimpleDialog and DialogManager scripts.

DecisionPanel:This is a UI-Panel with 2 child-objects that are UI-Buttons.

RectTransform anchors for the buttons should be set to: ButtonOption1: Left Edge of parent (vertically aligned to center) ButtonOption2: Right Edges of parent (vertically aligned to center)

Attach CanvasGroup and Hide_Show_Panel.cs

  • Configuration for Hide_Show_Panel.cs on DecisionPanel:

  • ShowOnStart not checked - default is false

  • CloseButton: empty

  • OpenButton: empty

Once Configured: Create prefabs for reuse in other scenes.