Project Arrhythmia
A video game developed by Vitamin Games.
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UIStateManager Class Reference
+ Inheritance diagram for UIStateManager:

Public Member Functions

void PeekState ()
 
void DebugReferences ()
 
void RefreshTextCache (TextMeshProUGUI _textRef, string _value)
 
void NukeTextCache (TextMeshProUGUI _textRef)
 
void RefreshTextCacheAll ()
 
override void OnAwake ()
 
void Start ()
 
void UpdateGlobalStringVar (string _key, string _value)
 
Newtonsoft.Json.Linq.JToken ViewState (string _key)
 
Newtonsoft.Json.Linq.JToken SetState (string _key, Newtonsoft.Json.Linq.JToken _value)
 
- Public Member Functions inherited from SingletonBase< UIStateManager >
virtual void Awake ()
 

Public Attributes

StringBuilder sb
 
Dictionary< TextMeshProUGUI, string > OldTextReferences = new Dictionary<TextMeshProUGUI, string>()
 
Dictionary< TextMeshProUGUI, string > TextReferences = new Dictionary<TextMeshProUGUI, string>()
 
int DayOffset = 8
 
System.DateTime FinalDateEnd = new System.DateTime(2073, 8, 13, 3, 41, 38)
 
List< Material > GlitchMaterials = new List<Material>()
 
- Public Attributes inherited from SingletonBase< UIStateManager >
bool DestroySingleton
 

Static Public Attributes

const float GlitchValueDensity = 20f
 
const float GlitchValueDensityCut = 1f / GlitchValueDensity
 

Properties

Material UIGlitchMaterial [get]
 
- Properties inherited from SingletonBase< UIStateManager >
static T Inst [get]
 

Private Attributes

Material _UIGlitchMaterial
 
Newtonsoft.Json.Linq.JObject UIState = new Newtonsoft.Json.Linq.JObject()
 

Member Function Documentation

◆ OnAwake()

override void UIStateManager.OnAwake ( )
virtual

Reimplemented from SingletonBase< UIStateManager >.


The documentation for this class was generated from the following file: