using UnityEngine;
using System.Collections.Generic;
public class DUGViewCustom : MonoBehaviour {
public bool visible = true;
private DUGDataNode mCurrentNode;
void Start()
{
}
void OnGUI()
{
}
{
if( mCurrentNode == null ) return;
if( mCurrentNode.type == DUGDataNode.Type.Dialog_Text ) {
DUGDataActor actor = data.GetActorById( mCurrentNode.actorId );
GUILayout.BeginHorizontal( GUILayout.Width(500) );
GUILayout.BeginVertical();
GUILayout.Label( actor.image, GUILayout.Width(100), GUILayout.Height(100) );
GUILayout.Label( actor.name, GUILayout.Width(100) );
foreach( var variable in data.listVariable ) {
GUILayout.BeginHorizontal();
GUILayout.Label( variable.image, GUILayout.Width(16), GUILayout.Height(16) );
GUILayout.Label( variable.name );
GUILayout.EndHorizontal();
}
}
GUILayout.EndVertical();
GUILayout.BeginVertical();
List<DUGDataNodeEntry> entries = mCurrentNode.listEntries;
for( int i=0; i<entries.Count; i++ ) {
string text =
DUGController.GetRunTimeTextForEntry( entries[i] );
if( GUILayout.Button( text, GUILayout.Width(400) ) ) {
}
} else {
GUILayout.Label( text, GUILayout.Width(400) );
}
}
}
if(
DUGController.CanGetPreviousNode(
true) && GUILayout.Button(
"<< Back", GUILayout.Width(400) ) ) mCurrentNode =
DUGController.GetPreviousNode(
true );
GUILayout.EndVertical();
GUILayout.EndHorizontal();
}
}
}