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    • LlamaSoftware.Chat
      • AbstractPlayerDatabase<T>
      • AreaTriggeredChannelJoiner
      • BaseNetworkManager
      • ChatSystem
      • ChatSystemConstants
      • InMemoryPlayerDatabase
      • LlamaChatSettings
      • LlamaChatSettingsProvider
      • Player_Chat
      • SQLitePlayerDatabase
    • LlamaSoftware.Chat.CustomEditors
      • ChatPanelEditor
      • ChatPopupEditor
      • ChatSystemEditor
      • LlamaChatSettingsCreator
      • Player_ChatEditor
      • SocialUIPopupEditor
      • Utilities
    • LlamaSoftware.Chat.Demo
      • ChatCommandHandler
      • CreateAccount
      • DemoGuildJoiner
      • DemoGuildLeaver
      • DummyNameGenerator
      • DynamicChatPopup
      • InMemoryPlayerLogin
      • Login
      • LoginController
      • SettingsPanel
    • LlamaSoftware.Chat.Demo.Lobby
      • LobbyController
      • LobbyLoginController
      • LobbyNetworkManager
      • LobbyPlayer
      • StressTestSender
    • LlamaSoftware.Chat.Demo.Model
      • LobbyPlayerListMessage
      • LoginMessage
      • LoginResponseMessage
      • RegisterPlayerMessage
      • RegisterUserResponseMessage
    • LlamaSoftware.Chat.Model
      • AddRemoveFriendMessage
      • BlockListMessage
      • BlockUnblockPlayerMessage
      • ChatChannel
      • ChatChannel.ChatType
      • ChatEntry
      • ChatMessage
      • FriendsListMessage
      • FriendUpdateMessage
      • Player
      • PlayerToSocialPlayerConverter
      • ServerBroadcastMessage
      • SocialPlayer
      • SubscribeToChannelsMessage
    • LlamaSoftware.Chat.UI
      • BlockedPlayer
      • ChatChannelClickHandler
      • ChatPanel
      • ChatPanel.DirectChatPlayer
      • ChatPanel.UIChatChannel
      • ChatPopup
      • ChatPopupClickHandler
      • Command
      • DynamicChatItem
      • DynamicChatItemEvent
      • Friend
      • Friend.Status
      • LinkType
      • SocialClickHandler
      • SocialUI
      • SocialUIClickHandler
      • SocialUIPopup
      • UIChatMessage
      • WordFilter

    Class ChatPanel

    Primary workhorse for the UI. Handles dispatching Send/Received messages events.

    Inheritance
    System.Object
    UnityEngine.Object
    UnityEngine.Component
    UnityEngine.Behaviour
    UnityEngine.MonoBehaviour
    ChatPanel
    Inherited Members
    UnityEngine.MonoBehaviour.IsInvoking()
    UnityEngine.MonoBehaviour.CancelInvoke()
    UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
    UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
    UnityEngine.MonoBehaviour.CancelInvoke(System.String)
    UnityEngine.MonoBehaviour.IsInvoking(System.String)
    UnityEngine.MonoBehaviour.StartCoroutine(System.String)
    UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
    UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
    UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
    UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
    UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
    UnityEngine.MonoBehaviour.StopCoroutine(System.String)
    UnityEngine.MonoBehaviour.StopAllCoroutines()
    UnityEngine.MonoBehaviour.print(System.Object)
    UnityEngine.MonoBehaviour.useGUILayout
    UnityEngine.MonoBehaviour.runInEditMode
    UnityEngine.Behaviour.enabled
    UnityEngine.Behaviour.isActiveAndEnabled
    UnityEngine.Component.GetComponent(System.Type)
    UnityEngine.Component.GetComponent<T>()
    UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
    UnityEngine.Component.TryGetComponent<T>(T)
    UnityEngine.Component.GetComponent(System.String)
    UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
    UnityEngine.Component.GetComponentInChildren(System.Type)
    UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
    UnityEngine.Component.GetComponentInChildren<T>()
    UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
    UnityEngine.Component.GetComponentsInChildren(System.Type)
    UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
    UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
    UnityEngine.Component.GetComponentsInChildren<T>()
    UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
    UnityEngine.Component.GetComponentInParent(System.Type)
    UnityEngine.Component.GetComponentInParent<T>()
    UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
    UnityEngine.Component.GetComponentsInParent(System.Type)
    UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
    UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
    UnityEngine.Component.GetComponentsInParent<T>()
    UnityEngine.Component.GetComponents(System.Type)
    UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
    UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
    UnityEngine.Component.GetComponents<T>()
    UnityEngine.Component.CompareTag(System.String)
    UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
    UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
    UnityEngine.Component.SendMessageUpwards(System.String)
    UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
    UnityEngine.Component.SendMessage(System.String, System.Object)
    UnityEngine.Component.SendMessage(System.String)
    UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
    UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
    UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
    UnityEngine.Component.BroadcastMessage(System.String, System.Object)
    UnityEngine.Component.BroadcastMessage(System.String)
    UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
    UnityEngine.Component.transform
    UnityEngine.Component.gameObject
    UnityEngine.Component.tag
    UnityEngine.Object.GetInstanceID()
    UnityEngine.Object.GetHashCode()
    UnityEngine.Object.Equals(System.Object)
    UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
    UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
    UnityEngine.Object.Instantiate(UnityEngine.Object)
    UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
    UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
    UnityEngine.Object.Instantiate<T>(T)
    UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
    UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
    UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
    UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
    UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
    UnityEngine.Object.Destroy(UnityEngine.Object)
    UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
    UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
    UnityEngine.Object.FindObjectsOfType(System.Type)
    UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
    UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
    UnityEngine.Object.DestroyObject(UnityEngine.Object)
    UnityEngine.Object.FindSceneObjectsOfType(System.Type)
    UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
    UnityEngine.Object.FindObjectsOfType<T>()
    UnityEngine.Object.FindObjectOfType<T>()
    UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
    UnityEngine.Object.FindObjectOfType(System.Type)
    UnityEngine.Object.ToString()
    UnityEngine.Object.name
    UnityEngine.Object.hideFlags
    System.Object.Equals(System.Object, System.Object)
    System.Object.GetType()
    System.Object.MemberwiseClone()
    System.Object.ReferenceEquals(System.Object, System.Object)
    Namespace: LlamaSoftware.Chat.UI
    Assembly: LlamaSoftware.Chat.dll
    Syntax
    [RequireComponent(typeof(Animator))]
    public class ChatPanel : MonoBehaviour

    Fields

    animator

    Root Animator for the ChatPanel

    Declaration
    protected Animator animator
    Field Value
    Type Description
    UnityEngine.Animator

    AutoFadeDelay

    If AutoFadeOut is true, defines the number of seconds of inactivity before the ChatPanel becomes invisible.

    Declaration
    public float AutoFadeDelay
    Field Value
    Type Description
    System.Single

    AutoFadeOut

    If true, after AutoFadeDelay seconds of inactivity the ChatPanel will become invisible.

    Declaration
    public bool AutoFadeOut
    Field Value
    Type Description
    System.Boolean

    CHANNEL_NAME_TEMPLATE

    Channel name template text to replace. Cached to avoid string allocations.

    Declaration
    protected const string CHANNEL_NAME_TEMPLATE = "[{ChannelName}]"
    Field Value
    Type Description
    System.String

    CHANNEL_NAME_TEMPLATE_REPLACEMENT

    Channel name replacement text with a Text Mesh Pro link for ChannelName. Cached to avoid string allocations.

    Declaration
    protected const string CHANNEL_NAME_TEMPLATE_REPLACEMENT = "<link=\"ChannelName\">[{0}]</link>"
    Field Value
    Type Description
    System.String

    ChannelClickPopup

    Optional. ChatPopup for right clicking on a Channel

    Declaration
    public ChatPopup ChannelClickPopup
    Field Value
    Type Description
    ChatPopup

    Channels

    List of available Chat Channels

    Declaration
    public List<ChatPanel.UIChatChannel> Channels
    Field Value
    Type Description
    System.Collections.Generic.List<ChatPanel.UIChatChannel>

    ChatInputField

    Input field to send messages from

    Declaration
    public TMP_InputField ChatInputField
    Field Value
    Type Description
    TMPro.TMP_InputField

    ChatMessagePool

    Pool of ChatMessages. Instantiated with MaxMessages ChatMessagePrefab in Start(). Make any dynamic changes to MaxMessages in

    Declaration
    protected List<UIChatMessage> ChatMessagePool
    Field Value
    Type Description
    System.Collections.Generic.List<UIChatMessage>

    ChatMessagePrefab

    UIChatMessage Prefab to instantiate all received messages with

    Declaration
    public UIChatMessage ChatMessagePrefab
    Field Value
    Type Description
    UIChatMessage

    Commands

    List of the supported commands. These can be added and removed at runtime without any consequences other than the users will/won't be able to use that command any more.

    Declaration
    public List<Command> Commands
    Field Value
    Type Description
    System.Collections.Generic.List<Command>

    CurrentChannelIndex

    The current active index of the Channel. ChangeCurrentChannel(Int32) should be used instead of directly modifying this value.

    Declaration
    public int CurrentChannelIndex
    Field Value
    Type Description
    System.Int32

    DirectMessageColor

    Color that Direct Messages should show up as.

    Declaration
    public Color DirectMessageColor
    Field Value
    Type Description
    UnityEngine.Color

    EnableCommands

    If true enables Chat Commands.

    Declaration
    public bool EnableCommands
    Field Value
    Type Description
    System.Boolean

    EnableEnterToFocusChat

    If true, pressing UnityEngine.KeyCode.Return will fade in the Chat Panel.

    Declaration
    public bool EnableEnterToFocusChat
    Field Value
    Type Description
    System.Boolean

    EnableLanguageFilter

    If true, will enable the Language Filter functionality. See WordFilter and WordFilters for details on Language Filtering.

    Declaration
    public bool EnableLanguageFilter
    Field Value
    Type Description
    System.Boolean

    FROM

    "From" text used for direct messaging players. Cached to avoid string allocations.

    Declaration
    protected const string FROM = "From"
    Field Value
    Type Description
    System.String

    LastMessageTime

    Time the last message was received. Used to determine time until the panel should auto fade out. Intended for read-only purposes outside of this class.

    Declaration
    public float LastMessageTime
    Field Value
    Type Description
    System.Single

    MaxMessages

    Maximum number of messages to keep in the ScrollView.

    Declaration
    public int MaxMessages
    Field Value
    Type Description
    System.Int32

    MESSAGE_TEMPLATE

    Message template text to replace. Cached to avoid string allocations.

    Declaration
    protected const string MESSAGE_TEMPLATE = "{Message}"
    Field Value
    Type Description
    System.String

    MessageClickPopup

    Optiona. Chat popup for right clicking on a Message.

    Declaration
    public ChatPopup MessageClickPopup
    Field Value
    Type Description
    ChatPopup

    MessageFormat

    Format to put all messages into. Can have 4 parameters, {ChannelName}, {SenderName}, {Message} and {Timestamp}. Any of these 4 will be replaced with the appropriate data from the ChatMessage.

    Declaration
    public string MessageFormat
    Field Value
    Type Description
    System.String

    NOPARSE_MESSAGE

    Message replacement text with tags around it and a Text Mesh Pro link for MessageContent. Cached to avoid string allocations.

    Declaration
    protected const string NOPARSE_MESSAGE = "<link=\"MessageContent\"><noparse>{0}</noparse></link>"
    Field Value
    Type Description
    System.String

    PlaceholderText

    Placeholder text of the ChatInputField

    Declaration
    public TextMeshProUGUI PlaceholderText
    Field Value
    Type Description
    TMPro.TextMeshProUGUI

    PlayerChat

    Local player's Player_Chat reference

    Declaration
    public Player_Chat PlayerChat
    Field Value
    Type Description
    Player_Chat

    PlayerClickPopup

    Optional. ChatPopup for right clicking on a Player's name

    Declaration
    public ChatPopup PlayerClickPopup
    Field Value
    Type Description
    ChatPopup

    PoolIndex

    Index of the last used ChatMessagePool Chat Message instance. You should only read this variable.

    Declaration
    protected int PoolIndex
    Field Value
    Type Description
    System.Int32

    RECALCULATE_PANEL_SIZE_METHOD_NAME

    Method name for RecalculateContentPanelSize to avoid allocating new strings

    Declaration
    protected const string RECALCULATE_PANEL_SIZE_METHOD_NAME = "RecalculateContentPanelSize"
    Field Value
    Type Description
    System.String

    RetainPanelAcrossScenes

    If true, makes the ChatPanel's UnityEngine.Canvas a DontDestroyOnLoad game object. This affects the entire parent Canvas GameObject, not just the ChatPanel. This is useful when changing active scenes but wanting to retain chat history. If you would like it to work like games like Counterstrike, where on every map change the chat history is cleared, leave this as false. Note that this must be set on Initialization. Changing this after Start() is called will have no effect.

    Declaration
    public bool RetainPanelAcrossScenes
    Field Value
    Type Description
    System.Boolean

    ScrollBar

    ScrollBar for the ScrollView

    Declaration
    protected Scrollbar ScrollBar
    Field Value
    Type Description
    UnityEngine.UI.Scrollbar

    ScrollView

    ScrollRect to put Chat Messages into

    Declaration
    public ScrollRect ScrollView
    Field Value
    Type Description
    UnityEngine.UI.ScrollRect

    ScrollViewContentArea

    Area the Chat Messages will be instantiated within.

    Declaration
    protected VerticalLayoutGroup ScrollViewContentArea
    Field Value
    Type Description
    UnityEngine.UI.VerticalLayoutGroup

    SENDER_NAME_TEMPLATE

    Sender name template text to replace. Cached to avoid string allocations.

    Declaration
    protected const string SENDER_NAME_TEMPLATE = "{SenderName}"
    Field Value
    Type Description
    System.String

    SENDER_NAME_TEMPLATE_REPLACEMENT

    Sender name replacement text with a Text Mesh Pro link for PlayerName. Cached to avoid string allocations.

    Declaration
    protected const string SENDER_NAME_TEMPLATE_REPLACEMENT = "<link=\"PlayerName\">{0}</link>"
    Field Value
    Type Description
    System.String

    SERVER_TEMPLATE_REPLACEMENT

    "[Server]" replacement text for server broadcast messages. Cached to avoid string allocations.

    Declaration
    protected const string SERVER_TEMPLATE_REPLACEMENT = "[Server]"
    Field Value
    Type Description
    System.String

    ServerMessageColor

    Color that Server broadcast messages should show up in.

    Declaration
    public Color ServerMessageColor
    Field Value
    Type Description
    UnityEngine.Color

    SettingsPanel

    Optional. Settings Panel Animator to fade in/out

    Declaration
    public Animator SettingsPanel
    Field Value
    Type Description
    UnityEngine.Animator

    SettingsPanelOpen

    Intended for read-only purposes outside of this class. Use ToggleSettingsMenu() for changing this value.

    Declaration
    public bool SettingsPanelOpen
    Field Value
    Type Description
    System.Boolean

    TabChangesChannel

    If true, pressing UnityEngine.KeyCode.Tab will cycle through Chat Channels when the ChatPanel has focus.

    Declaration
    public bool TabChangesChannel
    Field Value
    Type Description
    System.Boolean

    TIMESTAMP_TEMPLATE

    Timestamp template text to replace. Cached to avoid string allocations.

    Declaration
    protected const string TIMESTAMP_TEMPLATE = "{Timestamp}"
    Field Value
    Type Description
    System.String

    TimestampFormat

    Format to use for the {Timestamp}. Only used if MessageFormat has {Timestamp} in the template.

    Declaration
    public string TimestampFormat
    Field Value
    Type Description
    System.String

    TO

    "To" text used for direct messaging players. Cached to avoid string allocations.

    Declaration
    protected const string TO = "To"
    Field Value
    Type Description
    System.String

    Visible

    Whether or not the Chat Panel is visible. Intended for read-only purposes outside of this class.

    Declaration
    public bool Visible
    Field Value
    Type Description
    System.Boolean

    WordFilters

    List of words to filter. If this list is updated after Awake() is called, you must also call RebuildWordFilterDictionary().

    Declaration
    public List<WordFilter> WordFilters
    Field Value
    Type Description
    System.Collections.Generic.List<WordFilter>

    Methods

    AddChatChannel(ChatChannel)

    Adds a single chat Channel to the list of available Chat Channels Does not do duplicate checks.

    Declaration
    public virtual void AddChatChannel(ChatChannel newChannel)
    Parameters
    Type Name Description
    ChatChannel newChannel

    Channel to add.

    AddChatChannels(IEnumerable<ChatChannel>)

    Add the range of channels to the available Chat Channels. Does not do duplicate checks.

    Declaration
    public virtual void AddChatChannels(IEnumerable<ChatChannel> newChannels)
    Parameters
    Type Name Description
    System.Collections.Generic.IEnumerable<ChatChannel> newChannels

    Channels to add.

    Awake()

    Sets up internal references and builds Word Filter regular expressions

    Declaration
    protected virtual void Awake()

    BuildChatMessagePool()

    Fills ChatMessagePool with MaxMessages ChatMessagePrefab. Sets all to inactive and correctly parents them. If you change MaxMessages after Start() is called you should manually call ClearMessagePool() then BuildChatMessagePool().

    Declaration
    public virtual void BuildChatMessagePool()

    BuildUIForPrivateMessage(Boolean, ChatMessage)

    Builds the ChatMessage for private messages. Same as ReceivedMessage(ChatMessage) except colors the message for DirectMessageColor. To save on network traffic - when attempting to send a private message to a player - the sender adds the mesage to the UI immediately using this, then the receiving player gets it via the method above

    Declaration
    protected virtual void BuildUIForPrivateMessage(bool ReceivedMessage, ChatMessage message)
    Parameters
    Type Name Description
    System.Boolean ReceivedMessage

    If the message was received or sent. Changes the "To"/"From" text

    ChatMessage message

    Message that was sent/received.

    ChangeCurrentChannel(Int32)

    Changes the CurrentChannelIndex to a valid index in Channels.

    Declaration
    public virtual void ChangeCurrentChannel(int channelIndex)
    Parameters
    Type Name Description
    System.Int32 channelIndex

    Index to change the active channel to.

    ClearMessagePool()

    Destroys all ChatMessage Prefabs in the pool and clears the ChatMessagePool. To reinstantiate them use BuildChatMessagePool().

    Declaration
    public virtual void ClearMessagePool()

    DirectMessagePlayer(String, String)

    Changes the ChatPanel to directly message this player. Does not actually send a message.

    Declaration
    public virtual void DirectMessagePlayer(string PlayerName, string PlayerIdentifier)
    Parameters
    Type Name Description
    System.String PlayerName

    Name of the player to send a message to

    System.String PlayerIdentifier

    ID of the player to send the message to

    DoSendMessage(String)

    Does the network operations to send the provided text to the server. No validation is done on the string at this point.

    Declaration
    protected virtual void DoSendMessage(string text)
    Parameters
    Type Name Description
    System.String text

    Message to send.

    FadeInChatPanel()

    Fades in the Chat Panel

    Declaration
    protected virtual void FadeInChatPanel()

    GetNextMessageFromPool()

    Gets the next available UIChatMessage from the ChatMessagePool.

    Declaration
    protected virtual UIChatMessage GetNextMessageFromPool()
    Returns
    Type Description
    UIChatMessage

    An already instantiated UIChatMessage from the pool.

    GetPlayerName(Player_Chat)

    Gets the player name from the provided Player_Chat instance.

    Declaration
    protected virtual string GetPlayerName(Player_Chat PlayerChat)
    Parameters
    Type Name Description
    Player_Chat PlayerChat

    Instance to get name from

    Returns
    Type Description
    System.String

    Name of the player

    HandleOnPointerClick(PointerEventData)

    This handles finding the correct Link the player is clicking on. If they click a given link, we call that popup click handler, provided it's bound in inspector or code. If they click something that's not interactable, nothing happens.

    Declaration
    public virtual void HandleOnPointerClick(PointerEventData pointerEventData)
    Parameters
    Type Name Description
    UnityEngine.EventSystems.PointerEventData pointerEventData

    Click event data from the UnityEngine.EventSystems.EventTrigger

    RebuildWordFilterDictionary()

    Updates the regex for each entry of WordFilter. This is called automatically in Awake(). You will only need to call this if you change the WordFilters at runtime.

    Declaration
    public virtual void RebuildWordFilterDictionary()

    RecalculateContentPanelSize()

    Resizes the ScrollView's content area (ScrollViewContentArea) based on number of messages and sizes of those messages.

    Declaration
    protected virtual IEnumerator RecalculateContentPanelSize()
    Returns
    Type Description
    System.Collections.IEnumerator UnityEngine.WaitForEndOfFrame

    ReceivedMessage(ChatMessage)

    Handles receiving messages from the Network and adding them to the UI. Adds a special kind of entry to the UI based on the ChatMessage received. Called by ReceivedMessage(NetworkMessage)

    Declaration
    public virtual void ReceivedMessage(ChatMessage message)
    Parameters
    Type Name Description
    ChatMessage message

    Message received from server.

    ReceivedPrivateMessage(ChatMessage)

    Builds UI for private messages. BuildUIForPrivateMessage(Boolean, ChatMessage)

    Declaration
    public virtual void ReceivedPrivateMessage(ChatMessage message)
    Parameters
    Type Name Description
    ChatMessage message

    Message received.

    ReceivedServerBroadcastMessage(String)

    Handles receiving server broadcast messages. Adds a special kind of entry to the UI with the ServerMessageColor.

    Declaration
    public virtual void ReceivedServerBroadcastMessage(string message)
    Parameters
    Type Name Description
    System.String message

    Message

    RemoveChatChannels(IEnumerable<ChatChannel>)

    Removes the range of Chat Channels from the list of available Chat Channels. If a Chat Channel is in the list to remove but the current player is not subscribed to that channel it is fine.

    Declaration
    public virtual void RemoveChatChannels(IEnumerable<ChatChannel> ChannelsToRemove)
    Parameters
    Type Name Description
    System.Collections.Generic.IEnumerable<ChatChannel> ChannelsToRemove

    Channels to remove.

    RemoveChatChannels(IEnumerable<ChatPanel.UIChatChannel>)

    Removes the range of Chat Channels from the list of available Chat Channels. If a Chat Channel is in the list to remove but the current player is not subscribed to that channel it is fine.

    Declaration
    public virtual void RemoveChatChannels(IEnumerable<ChatPanel.UIChatChannel> ChannelsToRemove)
    Parameters
    Type Name Description
    System.Collections.Generic.IEnumerable<ChatPanel.UIChatChannel> ChannelsToRemove

    Channels to remove.

    ReplaceFilteredWords(String)

    Returns a new string with all words blacklisted filtered out. Iteratively goes through WordFilters and replaces them, then returns a new string.

    Declaration
    protected virtual string ReplaceFilteredWords(string rawText)
    Parameters
    Type Name Description
    System.String rawText

    Text to filter words from

    Returns
    Type Description
    System.String

    A new string with filtered words replaced.

    SendMessageToServer(String)

    Handles Chat Commands, or sends the provided text to the server. Does nothing if text is null. Actual sending of message is done in DoSendMessage(String).

    Declaration
    public virtual void SendMessageToServer(string text)
    Parameters
    Type Name Description
    System.String text

    Message to send to the server, or chat command

    Start()

    Handles RetainPanelAcrossScenes. Prevents having multiple Chat Panels in a scene. If more than 1 Chat Panel is in the scene, this method will automatically destroy the parent canvas of all other Chat Panels. if RetainPanelAcrossScenes is true on that Chat Panel.

    Declaration
    protected virtual void Start()

    ToggleSettingsMenu()

    Toggles the Settings menu open/close

    Declaration
    public virtual void ToggleSettingsMenu()

    Update()

    Handles user input, shows/hides the Chat Panel, and tab to cycle channels

    Declaration
    protected virtual void Update()
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