Posts

Showing posts from October, 2026

Preferences screen once more

Image
I thought that the preferences screen is all done, but then I noticed there are still some things missing, like confirmation dialog on "Quit" button, audio preview when changing speech/sfx volume and more. When I was proofreading the previous entry I noticed the typo in bootstrapping class, it was named as BootsrapManager  (missing "t") so I've renamed it to BootstrapManager . Well, it is funny that I didn't find it earlier, but with autocomplete in IDE you don't check typos. The next thing I was working on was message dialog. But as first, the support for 9-slice sprite was needed. Therefore, new import type was defined in StciImporter which will take the sprites from the .sti file and create the one 9-sliced sprite from it (it is actually 8-slice sprite, as the "content" is transparent, because each dialog could have its own background image). Message dialogs are implemented using solo canvas, with stacking dialog supported. Each dialog pr...

Finishing the Preferences screen

Image
N ot much has happened (as in new features) since the last blog entry. There are 2 main things, that needs mentioning. AssetRefMockerManager was moved to the BootstrapManager class. Because  BootstrapManager is now a singleton then there is no need to be  AssetRefMockerManager in each scene. Therefor, it was made as part of the  BootstrapManager class. Because of this, the code required some changes. The one reason was, that while the  AssetRefMockerManager was in the each scene, then on the start of scene  all the ref mockers could be loaded. But now, the Start() method is run only in the bootstrap scene so therefor batching mode was implemented. That is, when the batching mode is on, the asset ref mockers are just registered. And only after all the mocker are present they are loaded. Implementation of the fast help text ( FHT , a.k.a. tooltips). This was implemented using separate canvas in the bootstrap scene. There the  FHT  would be shown, a...

Preferences screen and some rewrites

Image
T oday, I'll talk about progress in preferences screen (and all the relevant changes directly affecting it). When I started implemented a preferences screen I stumbled on one problem regarding assets mocks. Till now, all the AssetRef were stored in the AssetRefMockerManager  GO in the scene. This was sufficient with main menu, as there were practically no prefabs with embedded AssetRefMocker . But as soon I've started working on the preferences screen, the problem appeared: How to handle asset ref mocks inside the prefab when  AssetRef  is stored in the scene object? So the solution was to store it in the asset ref mocker component itself and then register the instance to the  AssetRefMockerManager  during Awake() . IAssetRefMocker interface was converted to base class for asset mocks and lot of other changes was done. It should be done like this from the start. Another feature implemented was on-demand loading of the mocks. Till now, all the registered mocks ...