2using System.Collections.Generic;
85 cols =
EClass.
ui.skins.currentSkin.colors._default;
100 if (!phaseStr.IsEmpty() && !(phaseStr ==
"#"))
116 string text = (
Lang.
Has(
"contype_" +
Type) ? (
"(" + (
"contype_" +
Type).lang() +
") ") :
"");
117 n.
AddText(
"NoteText_flavor_element", text +
source.GetDetail());
124 List<string> list =
new List<string>();
125 string[] nullify =
source.nullify;
126 foreach (
string key
in nullify)
138 foreach (
string item in list)
140 n.AddText(
"_bullet".lang() +
item);
virtual ConditionType Type
virtual void _WriteNote(UINote n, bool asChild=false)
virtual Sprite GetSprite()
virtual string GetPhaseStr()
virtual void SetText(UIText t, SkinColorProfile cols=null)
virtual void WriteNote(UINote n, Action< UINote > onWriteNote=null)
virtual bool ShowInWidget
virtual Color GetColor(Gradient gradient)
virtual Color GetColor(SkinColorProfile c)
Sprite spriteDefaultCondition
static SourceManager sources
static bool Has(string id)
Popper Pop(Vector3 pos, string id, Sprite sprite)
Popper SetText(string s, Color c=default(Color))
UD_String_Gradient gradients
static SkinColorProfile CurrentColors
static Sprite Get(string id)
UIItem AddHeader(string text, Sprite sprite=null)
UIItem AddText(string text, FontColor color=FontColor.DontChange)