The ScoreFlash type exposes the following members.
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Fields
| Name | Description | |
|---|---|---|
| alphaFadeInMultiplier |
Initial alpha value. This is ignored for FadePhases
and used as multiplier for the value from the current color in the other
colorSelectionMode modes.
| |
| alphaFadeOutMultiplier |
Alpha value for Fade Out. This is ignored for FadePhases
and used as multiplier for with the value from the current color in the other
colorSelectionMode modes.
| |
| alphaReadEndMultiplier |
Alpha value for Read End. This is ignored for FadePhases
and used as multiplier for with the value from the current color in the other
colorSelectionMode modes.
| |
| alphaReadStartMultiplier |
Alpha value for Read Start. This is ignored for FadePhases
and used as multiplier for with the value from the current color in the other
colorSelectionMode modes.
| |
| colorOutline |
Color of the outline - should usually be black. Alpha is used
to multiply with current text color.
| |
| colors | ||
| colorSelectionMode |
How should ScoreFlash handle colors? Default is FadePhases.
Possible values are defined by ScoreFlash ColorControl.
| |
| currentDebugMode |
What should be shown in the message when debug mode is activated.
| |
| customParent |
When using a ScoreFlashRenderer that returns true for
RequiresCustomParent, this
can be assigned to make sure that the instances of ScoreFlashRenderer
are parented to this parent.
| |
| designText |
Message that is shown while in design mode.
| |
| disableOutlines |
If you don't want outlines to be rendered (which adds a few drawcalls),
check this. This is the default on mobile devices. Readability is highly
increased with outlines so it is recommended to read this to false
unless you use this on a background that makes the texts easy to read!
| |
| editorGUISkin |
GUI skin for rendering the layout designer in the editor (scene view).
Do not touch this!
| |
| editorIconSet |
Icon set with a couple of icons useful for the editor GUI.
Do not touch this!
| |
| enableDeselectHack |
Unity doesn't properly support updating the GameView when an object is
deselected, so if you disable this, the design will stay in the game
view until it is updated once more. I have a hack for this - but
unfortunately, it's causing trouble when the object is being deleted
(there's an exception that I cannot catch). Both is not a real problem,
it's just a little annoying.
| |
| ensureSingleton |
Assures that there is only one instance of ScoreFlash available in any
scene by destroying any new instances that are being created.
| |
| fadeInColor |
Initial color.
| |
| fadeInColorCurve |
The animation curve used to drive the color from colorFadeIn to colorReadStart.
| |
| fadeInOffsetX |
The offset the message starts with relative to its main screen position.
Positive values in X make the message come from right, negative messages
make the message come from left.
| |
| fadeInOffsetXCurve |
The animation curve used to drive fadeInOffset.y while fading in.
| |
| fadeInOffsetY |
The offset the message starts with relative to its main screen position.
Positive values in Y make the message come from below, negative values make
the message come from above.
| |
| fadeInOffsetYCurve |
The animation curve used to drive fadeInOffset.y while fading in.
| |
| fadeInScale |
The initial scale when the message appears.
| |
| fadeInScaleCurve |
The animation curve used to drive the scale from fadeInScale
to it's read start value (this is always 1).
| |
| fadeInTimeSeconds |
The time in seconds that it takes to fade in.
| |
| fadeOutColor |
Color faded to from read color in fade out phase. Should
have alpha = 0!
WARNING: If "alpha != 0" => text disappears abruptly!
| |
| fadeOutColorCurve |
The animation curve used to drive the color from colorReadEnd to colorFadeOut.
| |
| fadeOutFloatRightVelocity |
Speed with which the message floats right while it fades out. Use negative
values to make it float left.
WARNING: Values between -15 and 15 (but not 0) may generate stuttering!
| |
| fadeOutFloatUpVelocity |
Speed with which the message floats up while it fades out. Use negative
values to make it float down. When using negative values here, you
should most likely also use negative values for spreadSpeed!!!
WARNING: Values between -15 and 15 (but not 0) may generate stuttering!
| |
| fadeOutInitialRotationSpeed |
This is the initial rotation speed the message gets immediately
when moving into fading out. Use rotationAccelleration to make
this a little smoother. Set to 0 to not have the message rotate
on fading out (rotationAccelleration must also be 0).
| |
| fadeOutRotationAcceleration |
Increases the rotation speed while the message fades out.
Set to 0 to not have the message rotate on fading out
(initialRotationSpeed must also be 0).
| |
| fadeOutScale |
Scale at the end of the fade out time. The message scales from midScale
to this value while it is kept to be read.
| |
| fadeOutScaleCurve |
The animation curve used to drive the scale from readTimeScale
to it's fade out end value fadeOutTimeScale.
| |
| fadeOutTimeSeconds |
The time the message takes to fade out.
| |
| fadeOutVelocityCurve |
The animation curve used to drive the velocity on y from readTimeFloatUpVelocity
to it's fade out end value fadeOutTimeFloatUpVelocity.
| |
| fadeOutVelocityXCurve |
The animation curve used to drive the velocity on x from readTimeFloatUpVelocity
to it's fade out end value fadeOutTimeFloatUpVelocity.
| |
| font |
The font to be used by ScoreFlash.
| |
| fontHighDensity |
The (optional) font to be used by ScoreFlash when running on a device
with a high density display (like Retina displays).
| |
| forceOutlineOnMobile |
Usually, outlines are disabled on mobile devices to reduce draw calls.
Check this to also render outlines on mobile devices.
| |
| guiStyleName |
The name of either a default style of a custom style in
skin (and skinHighDensity if you also
use that) that ScoreFlash uses to get font and style information.
| |
| includeMessageSpam |
This will send a burst of messages with no delay every once in a
while (depends on whether includeVeryLongMessages is active).
It ignores messageFrequencyMultiplier.
| |
| includeVeryLongMessages |
Includes a few messages with very long text to see how that is handled.
| |
| innerAnchor |
Controls the anchor of the message. Use this for left/center/right aligning
the text messages. Possible values are defined by NGAlignment ScreenAlign.
| |
| isDebugMode |
Renders debugging information instead of the actual messages. When
using the default, UnityGUI based rendering, this also renders a box
around the messages.
| |
| isDesignMode |
Design mode allows you to use the scene view to set up the main layout
of ScoreFlash. This works both while playing and while not playing.
| |
| isTestAutogenerateMessages |
Use this to show random messages.
| |
| isTestForceHighDensity |
Use this to test high density screen layouts.
| |
| lockInnerAnchor |
Locks the innerAnchor to screenAlign.
| |
| lockScreenAlign |
Locks the screen alignment. This is only used by the visual designer.
| |
| maxSimultanuousMessages |
Maximum number of simultanuous messages before we start the
"quick mode" which makes older messages age 8 times quicker
than usual to avoid information (and drawcall) overflow.
| |
| maxWidth |
Maximum width of the message before it's wrapped. This
works together with minPaddingX.
| |
| minDistanceBetweenMessages |
When messages arrive quickly, there may be multiple shown simultanuously.
This values controls how much distance ScoreFlash tries to keep between
two messages. If the distance cannot be kept, old messages age quicker
so they fade out sooner so there's more room for the new messages.
| |
| minPaddingX |
Minimum distance between the message and the left/right screen
borders before the message is wrapped in two (or more) lines.
This works together with maxWidth.
| |
| paddingY |
Obsolete (but I can't officially mark it obsolete because I have to use it
myself to grab the value on updates when people have older versions of
ScoreFlash. Some day, I'll make this obsolete and eventually remove it.
Until then, it's best ignored. Thank you for reading this (you must be
really interested if you came here ;-) ).
| |
| position |
Position for messages pushed with PushLocal(Object)
in normalized pixels relative to NGAlignment ScreenAlign.
| |
| readAddTimeSeconds |
To be able to read long texts, the player needs more time. This defines how much
longer long messages remain visible if the message in question has more than
minLengthCharsToAddTime characters.
| |
| readColorCurve |
The animation curve used to drive the color from colorReadStart to colorReadEnd.
| |
| readColorEnd |
Color faded to from max color in "read phase".
| |
| readColorStart |
Color faded to from initial color in first phase.
| |
| readFloatRightVelocity |
Speed with which the message floats right while it fades out. Use negative
values to make it float left.
WARNING: Values between than -15 and 15 (but not 0) may generate stuttering!
| |
| readFloatUpVelocity |
Speed with which the message floats up while it fades out. Use negative
values to make it float down. When using negative values here, you
should most likely also use negative values for spreadSpeed!!!
WARNING: Values between than -15 and 15 (but not 0) may generate stuttering!
| |
| readMinLengthCharsToAddTime |
This is the maximum length in characters before readTimeAdd is added to a message.
| |
| readScale |
Scale at the end of the read time. The message scales from 1
to this value while it is kept to be read.
| |
| readScaleCurve |
The animation curve used to drive the scale from 1
to it's read end value readTimeScale.
| |
| readTimeSeconds |
The time the message is kept for the player to read (max to read),
| |
| readVelocityCurve |
The animation curve used to drive the velocity on the y-axis from 0
to it's read end value readTimeFloatUpVelocity.
| |
| readVelocityXCurve |
The animation curve used to drive the velocity on the x-axis from 0
to it's read end value readTimeFloatUpVelocity.
| |
| rendering |
Select how ScoreFlash renders messages.
See ScoreFlash RenderingType.
| |
| scoreFlashRenderer |
Assign this if you want custom rendering, e.g. using GUIText or
NGUI or EZ GUI.
| |
| screenAlign |
Controls whether the message is aligned to top, middle or bottom
of the screen. Defines how position is applied.
Possible values are defined by NGAlignment ScreenAlign.
| |
| skin |
Assign a skin that has the custom style ScoreFlash | |
| skinHighDensity |
Optional skin for retina displays.
| |
| spreadImmediately |
If true, instead of waiting for the fade in phase to finish,
messages immediately start pushing other messages. In most cases,
that should be true but I kept "false" the default to not
break existing code.
| |
| spreadSpeed |
How quickly should messages be spread to meet the minimum distance?
Positive values make message move upwards, negative values make message
spread downwards (it's important to make this fit the other velocities!)
| |
| testMessageDelaySeconds |
The usual delay between two messages in seconds.
Use this to increase or decrease the frequency in which test messages
are being sent to ScoreFlash.
| |
| timeReference |
Which time reference shall ScoreFlash use - game time or real time?
In other words: Should Time.timeScale have an effect (UseGameTime),
or not (UseRealTime). Possible values are defined by
ScoreFlash TimeReference.
| |
| warmUpCount |
When using rendering via prefabs, this allows you to instantiate
a number of these prefabs immediately on startup to prevent any
hiccups later in the game.
|
See Also