using UnityEngine; public class NotificationPopup : TextDialog { protected override void OnEnable() { base.OnEnable(); EventManager.Send(new UIEvent(UIEvent.Type.OpenedNotificationPopup)); } protected override void OnDisable() { base.OnDisable(); EventManager.Send(new UIEvent(UIEvent.Type.ClosedNotificationPopup)); } public void SetText(string message) { TextMesh[] componentsInChildren = this.m_text.GetComponentsInChildren(); for (int i = 0; i < componentsInChildren.Length; i++) { componentsInChildren[i].text = message; } TextMeshLocale[] componentsInChildren2 = this.m_text.GetComponentsInChildren(); for (int j = 0; j < componentsInChildren2.Length; j++) { componentsInChildren2[j].RefreshTranslation(null); } } public new void Close() { base.Close(); } [SerializeField] private GameObject m_text; }