The ScoreFlash type exposes the following members.
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Methods
Name | Description | |
---|---|---|
Cleanup |
Immediately cleans up all messages currently on screen.
| |
CreateDesignerMessage |
Creates a ScoreMessage to be used in the designer.
(Overrides ScoreFlashBase CreateDesignerMessage(String).) | |
GetAlignBasedOffset |
Calculates a pixel offset based on msg.Alignment.ScreenAlign.
| |
Push(Object) |
Shows msg nicely. This is the one method you need to know.
Usually, you'll use ScoreFlash.Push(object msg)
from anywhere in your code.
| |
Push(Object, Color) |
Shows msg nicely in the given color!
| |
Push(Object, GUIStyle) |
Shows msg using style regardless of normal density or
high density screen. It's up to you to make sure that style
works correctly. It is recommended that it has alignment set to
UpperCenter and wordWrap set to false (word wrap is
automatically activated if the message is too long to be properly
displayed on screen with minPaddingX.
| |
Push(Object, GUIStyle, GUIStyle) |
Shows msg using style or styleHighDensity
depending on whether we are on a normal density or high density
screen (determined using IsHighDensityDisplay.
It's up to you to make sure that style
works correctly. It is recommended that it has alignment set to
UpperCenter and wordWrap set to false (word wrap is
automatically activated if the message is too long to be properly
displayed on screen with minPaddingX.
| |
PushFromInspector |
This is just a helper to be able to send messages directly from the
inspector. If calling ScoreFlash.Push(...) directly from there, the Screen.width
is taken from the inspector window which is not exactly what we want ;-)
| |
PushLocal(Object) | ||
PushLocal(Object, Color) | ||
PushLocal(Object, GUIStyle) | ||
PushLocal(Object, Color, Int32) | ||
PushLocal(Object, GUIStyle, GUIStyle) | ||
PushLocal(Object, GUIStyle, GUIStyle, Int32) | ||
PushScreen(Vector2, Object) | ||
PushScreen(Vector2, Object, Color) | ||
PushScreen(Vector2, Object, GUIStyle) | ||
PushScreen(Vector2, Object, Color, Int32) | ||
PushScreen(Vector2, Object, GUIStyle, GUIStyle) | ||
PushScreen(Vector2, Object, GUIStyle, GUIStyle, Int32) | ||
PushWorld(ScoreFlashFollow3D, Object) | ||
PushWorld(Vector3, Vector2, Object) | ||
PushWorld(ScoreFlashFollow3D, Object, Color) | ||
PushWorld(ScoreFlashFollow3D, Object, GUIStyle) | ||
PushWorld(Vector3, Vector2, Object, Color) | ||
PushWorld(Vector3, Vector2, Object, GUIStyle) | ||
PushWorld(ScoreFlashFollow3D, Object, GUIStyle, GUIStyle) | ||
PushWorld(Vector3, Vector2, Object, Color, Int32) | ||
PushWorld(Vector3, Vector2, Object, GUIStyle, GUIStyle) | ||
PushWorld(Vector3, Vector2, Object, GUIStyle, GUIStyle, Int32) | ||
Show | Obsolete.
Legacy method - no longer recommended. Use ScoreFlash.Instance.PushLocal(object)
(PushLocal(Object))
instead.
| |
UpgradeCheck |
Performs a couple of checks to ensure that everything is set
up correctly after an upgrade to a new version.
(Overrides ScoreFlashBase UpgradeCheck .) |
See Also