Interactable items - slotting working correctly and calling the dispatchers each time
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@@ -14,7 +14,8 @@ public class DebugUIMessage : MonoBehaviour
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/// </summary>
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/// <param name="message">The message to display.</param>
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/// <param name="duration">How long to display the message (seconds).</param>
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public static void Show(string message, float duration = 2f)
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/// <param name="displayColor"></param>
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public static void Show(string message, Color displayColor, float duration = 2f)
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{
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if (instance == null)
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{
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@@ -23,7 +24,7 @@ public class DebugUIMessage : MonoBehaviour
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instance.SetupUI();
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DontDestroyOnLoad(go);
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}
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instance.ShowMessage(message, duration);
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instance.ShowMessage(message, duration, displayColor);
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}
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/// <summary>
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@@ -45,7 +46,7 @@ public class DebugUIMessage : MonoBehaviour
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messageText.font = customFont;
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else
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messageText.font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
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messageText.fontSize = 16;
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messageText.fontSize = 32;
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messageText.color = Color.yellow;
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var outline = textGO.AddComponent<Outline>();
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outline.effectColor = Color.black;
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@@ -55,16 +56,17 @@ public class DebugUIMessage : MonoBehaviour
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rect.anchorMax = new Vector2(0.5f, 0.5f);
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rect.pivot = new Vector2(0.5f, 0.5f);
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rect.anchoredPosition = Vector2.zero;
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rect.sizeDelta = new Vector2(400, 40);
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rect.sizeDelta = new Vector2(800, 40);
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messageText.text = "";
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}
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/// <summary>
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/// Internal method to show a message and start the hide coroutine.
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/// </summary>
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private void ShowMessage(string message, float duration)
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private void ShowMessage(string message, float duration, Color fontColor)
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{
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messageText.text = message;
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messageText.color = fontColor;
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messageText.enabled = true;
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if (hideCoroutine != null)
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StopCoroutine(hideCoroutine);
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