Generic DialogueBox class with different parameters












0














I have implemented a DialogueBox class which can be static, singleton, service locator, etc.
I have written it as a singleton pattern and implemented it in Unity3d engine. It is a part of a game.
I have ShowDialogueBox method with many parameters. How can I handle it?
The parameters are message, ok button label, cancel button label, has the cancel button or not, actions to be invoked when users click on ok or cancel button.



Is it more suitable to apply Builder pattern for it?



Because the method is not sometimes flexible and I have to provide all parameters.



In addition, my messages are not static and sometimes I need to display a message with parameters like cost value, etc. Therefore, I should add another parameter like params to the method or create the message with params before calling the method?
Also, It is appropriate to pull out Localizer from DialogueBox class?



//DialogueBox.GetInstance().ShowDialogueBox("BuyMessage",()=>{},
// ()=>{}, "Buy", "Cancel",true)

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class DialogueBox : MonoBehaviour
{
[SerializeField] private Text _cancelButtonText;
[SerializeField] private Text _okButtonText;
[SerializeField] private GameObject _cancelButtonObj;
[SerializeField] private GameObject _okButtonObj;
[SerializeField] private Text _messageText;
[SerializeField] private GameObject _dialogueBoxObj; //DialogueBox GameObject(Panel)
private static DialogueBox _instance;

private Action OKButtonPressedAction = delegate { };
private Action CancelButtonPressedAction = delegate { };

public static DialogueBox GetInstance()
{
return _instance;
}

private void Awake()
{
if (_instance == null)
{
_instance = this;
}
else
{
Destroy(gameObject);
}
}

public void ShowDialogueBox(string messageKey, Action okButtonPressed,
Action cancelButtonPressed = null, string okKey = "OK", string cancelKey = "Cancel",
bool hasCancelButton = true)
{
//Localizer manages languages with key/message pair for example:
//Localizer.GetInstance().Dictionary[key]---> returns message for the current language

_messageText.text = Localizer.GetInstance().Dictionary[messageKey];
_okButtonText.text = Localizer.GetInstance().Dictionary[okKey];
if (hasCancelButton)
{
_cancelButtonObj.SetActive(true); //Show the cancel button
_cancelButtonText.text = Localizer.GetInstance().Dictionary[cancelKey];
}
else
_cancelButtonObj.SetActive(false);

OKButtonPressedAction = okButtonPressed;

CancelButtonPressedAction = cancelButtonPressed;
}

public void OnOKButtonPressed() //It is called when a user clicks on OK button
{
_dialogueBoxObj.SetActive(false);
if( OKButtonPressedAction!=null)
OKButtonPressedAction();
}
public void OnCancelButtonPressed() //It is called when a user clicks on OK button
{
_dialogueBoxObj.SetActive(false);
if(CancelButtonPressedAction!=null)
CancelButtonPressedAction();
}
}









share|improve this question









New contributor




Mahdi is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.




















  • Where is gameObject coming from and where is Destroy() coming from?
    – Heslacher
    20 hours ago










  • MonoBehaviour. It is a built in field referred to the game object owning the script. It is related to Unity game engine.
    – Mahdi
    19 hours ago












  • Is there a reason the existing MessageBox in the .net library won't work for you?
    – tinstaafl
    16 hours ago






  • 1




    The current question title, which states your concerns about the code, is too general to be useful here. The site standard is for the title to simply state the task accomplished by the code. Please see How to Ask for examples, and revise the title accordingly.
    – Jamal
    10 hours ago










  • I said it is a game with custom UI and art. It is not a win app
    – Mahdi
    11 mins ago


















0














I have implemented a DialogueBox class which can be static, singleton, service locator, etc.
I have written it as a singleton pattern and implemented it in Unity3d engine. It is a part of a game.
I have ShowDialogueBox method with many parameters. How can I handle it?
The parameters are message, ok button label, cancel button label, has the cancel button or not, actions to be invoked when users click on ok or cancel button.



Is it more suitable to apply Builder pattern for it?



Because the method is not sometimes flexible and I have to provide all parameters.



In addition, my messages are not static and sometimes I need to display a message with parameters like cost value, etc. Therefore, I should add another parameter like params to the method or create the message with params before calling the method?
Also, It is appropriate to pull out Localizer from DialogueBox class?



//DialogueBox.GetInstance().ShowDialogueBox("BuyMessage",()=>{},
// ()=>{}, "Buy", "Cancel",true)

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class DialogueBox : MonoBehaviour
{
[SerializeField] private Text _cancelButtonText;
[SerializeField] private Text _okButtonText;
[SerializeField] private GameObject _cancelButtonObj;
[SerializeField] private GameObject _okButtonObj;
[SerializeField] private Text _messageText;
[SerializeField] private GameObject _dialogueBoxObj; //DialogueBox GameObject(Panel)
private static DialogueBox _instance;

private Action OKButtonPressedAction = delegate { };
private Action CancelButtonPressedAction = delegate { };

public static DialogueBox GetInstance()
{
return _instance;
}

private void Awake()
{
if (_instance == null)
{
_instance = this;
}
else
{
Destroy(gameObject);
}
}

public void ShowDialogueBox(string messageKey, Action okButtonPressed,
Action cancelButtonPressed = null, string okKey = "OK", string cancelKey = "Cancel",
bool hasCancelButton = true)
{
//Localizer manages languages with key/message pair for example:
//Localizer.GetInstance().Dictionary[key]---> returns message for the current language

_messageText.text = Localizer.GetInstance().Dictionary[messageKey];
_okButtonText.text = Localizer.GetInstance().Dictionary[okKey];
if (hasCancelButton)
{
_cancelButtonObj.SetActive(true); //Show the cancel button
_cancelButtonText.text = Localizer.GetInstance().Dictionary[cancelKey];
}
else
_cancelButtonObj.SetActive(false);

OKButtonPressedAction = okButtonPressed;

CancelButtonPressedAction = cancelButtonPressed;
}

public void OnOKButtonPressed() //It is called when a user clicks on OK button
{
_dialogueBoxObj.SetActive(false);
if( OKButtonPressedAction!=null)
OKButtonPressedAction();
}
public void OnCancelButtonPressed() //It is called when a user clicks on OK button
{
_dialogueBoxObj.SetActive(false);
if(CancelButtonPressedAction!=null)
CancelButtonPressedAction();
}
}









share|improve this question









New contributor




Mahdi is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.




















  • Where is gameObject coming from and where is Destroy() coming from?
    – Heslacher
    20 hours ago










  • MonoBehaviour. It is a built in field referred to the game object owning the script. It is related to Unity game engine.
    – Mahdi
    19 hours ago












  • Is there a reason the existing MessageBox in the .net library won't work for you?
    – tinstaafl
    16 hours ago






  • 1




    The current question title, which states your concerns about the code, is too general to be useful here. The site standard is for the title to simply state the task accomplished by the code. Please see How to Ask for examples, and revise the title accordingly.
    – Jamal
    10 hours ago










  • I said it is a game with custom UI and art. It is not a win app
    – Mahdi
    11 mins ago
















0












0








0







I have implemented a DialogueBox class which can be static, singleton, service locator, etc.
I have written it as a singleton pattern and implemented it in Unity3d engine. It is a part of a game.
I have ShowDialogueBox method with many parameters. How can I handle it?
The parameters are message, ok button label, cancel button label, has the cancel button or not, actions to be invoked when users click on ok or cancel button.



Is it more suitable to apply Builder pattern for it?



Because the method is not sometimes flexible and I have to provide all parameters.



In addition, my messages are not static and sometimes I need to display a message with parameters like cost value, etc. Therefore, I should add another parameter like params to the method or create the message with params before calling the method?
Also, It is appropriate to pull out Localizer from DialogueBox class?



//DialogueBox.GetInstance().ShowDialogueBox("BuyMessage",()=>{},
// ()=>{}, "Buy", "Cancel",true)

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class DialogueBox : MonoBehaviour
{
[SerializeField] private Text _cancelButtonText;
[SerializeField] private Text _okButtonText;
[SerializeField] private GameObject _cancelButtonObj;
[SerializeField] private GameObject _okButtonObj;
[SerializeField] private Text _messageText;
[SerializeField] private GameObject _dialogueBoxObj; //DialogueBox GameObject(Panel)
private static DialogueBox _instance;

private Action OKButtonPressedAction = delegate { };
private Action CancelButtonPressedAction = delegate { };

public static DialogueBox GetInstance()
{
return _instance;
}

private void Awake()
{
if (_instance == null)
{
_instance = this;
}
else
{
Destroy(gameObject);
}
}

public void ShowDialogueBox(string messageKey, Action okButtonPressed,
Action cancelButtonPressed = null, string okKey = "OK", string cancelKey = "Cancel",
bool hasCancelButton = true)
{
//Localizer manages languages with key/message pair for example:
//Localizer.GetInstance().Dictionary[key]---> returns message for the current language

_messageText.text = Localizer.GetInstance().Dictionary[messageKey];
_okButtonText.text = Localizer.GetInstance().Dictionary[okKey];
if (hasCancelButton)
{
_cancelButtonObj.SetActive(true); //Show the cancel button
_cancelButtonText.text = Localizer.GetInstance().Dictionary[cancelKey];
}
else
_cancelButtonObj.SetActive(false);

OKButtonPressedAction = okButtonPressed;

CancelButtonPressedAction = cancelButtonPressed;
}

public void OnOKButtonPressed() //It is called when a user clicks on OK button
{
_dialogueBoxObj.SetActive(false);
if( OKButtonPressedAction!=null)
OKButtonPressedAction();
}
public void OnCancelButtonPressed() //It is called when a user clicks on OK button
{
_dialogueBoxObj.SetActive(false);
if(CancelButtonPressedAction!=null)
CancelButtonPressedAction();
}
}









share|improve this question









New contributor




Mahdi is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











I have implemented a DialogueBox class which can be static, singleton, service locator, etc.
I have written it as a singleton pattern and implemented it in Unity3d engine. It is a part of a game.
I have ShowDialogueBox method with many parameters. How can I handle it?
The parameters are message, ok button label, cancel button label, has the cancel button or not, actions to be invoked when users click on ok or cancel button.



Is it more suitable to apply Builder pattern for it?



Because the method is not sometimes flexible and I have to provide all parameters.



In addition, my messages are not static and sometimes I need to display a message with parameters like cost value, etc. Therefore, I should add another parameter like params to the method or create the message with params before calling the method?
Also, It is appropriate to pull out Localizer from DialogueBox class?



//DialogueBox.GetInstance().ShowDialogueBox("BuyMessage",()=>{},
// ()=>{}, "Buy", "Cancel",true)

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class DialogueBox : MonoBehaviour
{
[SerializeField] private Text _cancelButtonText;
[SerializeField] private Text _okButtonText;
[SerializeField] private GameObject _cancelButtonObj;
[SerializeField] private GameObject _okButtonObj;
[SerializeField] private Text _messageText;
[SerializeField] private GameObject _dialogueBoxObj; //DialogueBox GameObject(Panel)
private static DialogueBox _instance;

private Action OKButtonPressedAction = delegate { };
private Action CancelButtonPressedAction = delegate { };

public static DialogueBox GetInstance()
{
return _instance;
}

private void Awake()
{
if (_instance == null)
{
_instance = this;
}
else
{
Destroy(gameObject);
}
}

public void ShowDialogueBox(string messageKey, Action okButtonPressed,
Action cancelButtonPressed = null, string okKey = "OK", string cancelKey = "Cancel",
bool hasCancelButton = true)
{
//Localizer manages languages with key/message pair for example:
//Localizer.GetInstance().Dictionary[key]---> returns message for the current language

_messageText.text = Localizer.GetInstance().Dictionary[messageKey];
_okButtonText.text = Localizer.GetInstance().Dictionary[okKey];
if (hasCancelButton)
{
_cancelButtonObj.SetActive(true); //Show the cancel button
_cancelButtonText.text = Localizer.GetInstance().Dictionary[cancelKey];
}
else
_cancelButtonObj.SetActive(false);

OKButtonPressedAction = okButtonPressed;

CancelButtonPressedAction = cancelButtonPressed;
}

public void OnOKButtonPressed() //It is called when a user clicks on OK button
{
_dialogueBoxObj.SetActive(false);
if( OKButtonPressedAction!=null)
OKButtonPressedAction();
}
public void OnCancelButtonPressed() //It is called when a user clicks on OK button
{
_dialogueBoxObj.SetActive(false);
if(CancelButtonPressedAction!=null)
CancelButtonPressedAction();
}
}






c# singleton unity3d






share|improve this question









New contributor




Mahdi is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











share|improve this question









New contributor




Mahdi is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









share|improve this question




share|improve this question








edited 6 mins ago





















New contributor




Mahdi is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









asked yesterday









Mahdi

42




42




New contributor




Mahdi is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.





New contributor





Mahdi is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






Mahdi is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.












  • Where is gameObject coming from and where is Destroy() coming from?
    – Heslacher
    20 hours ago










  • MonoBehaviour. It is a built in field referred to the game object owning the script. It is related to Unity game engine.
    – Mahdi
    19 hours ago












  • Is there a reason the existing MessageBox in the .net library won't work for you?
    – tinstaafl
    16 hours ago






  • 1




    The current question title, which states your concerns about the code, is too general to be useful here. The site standard is for the title to simply state the task accomplished by the code. Please see How to Ask for examples, and revise the title accordingly.
    – Jamal
    10 hours ago










  • I said it is a game with custom UI and art. It is not a win app
    – Mahdi
    11 mins ago




















  • Where is gameObject coming from and where is Destroy() coming from?
    – Heslacher
    20 hours ago










  • MonoBehaviour. It is a built in field referred to the game object owning the script. It is related to Unity game engine.
    – Mahdi
    19 hours ago












  • Is there a reason the existing MessageBox in the .net library won't work for you?
    – tinstaafl
    16 hours ago






  • 1




    The current question title, which states your concerns about the code, is too general to be useful here. The site standard is for the title to simply state the task accomplished by the code. Please see How to Ask for examples, and revise the title accordingly.
    – Jamal
    10 hours ago










  • I said it is a game with custom UI and art. It is not a win app
    – Mahdi
    11 mins ago


















Where is gameObject coming from and where is Destroy() coming from?
– Heslacher
20 hours ago




Where is gameObject coming from and where is Destroy() coming from?
– Heslacher
20 hours ago












MonoBehaviour. It is a built in field referred to the game object owning the script. It is related to Unity game engine.
– Mahdi
19 hours ago






MonoBehaviour. It is a built in field referred to the game object owning the script. It is related to Unity game engine.
– Mahdi
19 hours ago














Is there a reason the existing MessageBox in the .net library won't work for you?
– tinstaafl
16 hours ago




Is there a reason the existing MessageBox in the .net library won't work for you?
– tinstaafl
16 hours ago




1




1




The current question title, which states your concerns about the code, is too general to be useful here. The site standard is for the title to simply state the task accomplished by the code. Please see How to Ask for examples, and revise the title accordingly.
– Jamal
10 hours ago




The current question title, which states your concerns about the code, is too general to be useful here. The site standard is for the title to simply state the task accomplished by the code. Please see How to Ask for examples, and revise the title accordingly.
– Jamal
10 hours ago












I said it is a game with custom UI and art. It is not a win app
– Mahdi
11 mins ago






I said it is a game with custom UI and art. It is not a win app
– Mahdi
11 mins ago

















active

oldest

votes











Your Answer





StackExchange.ifUsing("editor", function () {
return StackExchange.using("mathjaxEditing", function () {
StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix) {
StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["\$", "\$"]]);
});
});
}, "mathjax-editing");

StackExchange.ifUsing("editor", function () {
StackExchange.using("externalEditor", function () {
StackExchange.using("snippets", function () {
StackExchange.snippets.init();
});
});
}, "code-snippets");

StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "196"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);

StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});

function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: false,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: null,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});


}
});






Mahdi is a new contributor. Be nice, and check out our Code of Conduct.










draft saved

draft discarded


















StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fcodereview.stackexchange.com%2fquestions%2f210644%2fgeneric-dialoguebox-class-with-different-parameters%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown






























active

oldest

votes













active

oldest

votes









active

oldest

votes






active

oldest

votes








Mahdi is a new contributor. Be nice, and check out our Code of Conduct.










draft saved

draft discarded


















Mahdi is a new contributor. Be nice, and check out our Code of Conduct.













Mahdi is a new contributor. Be nice, and check out our Code of Conduct.












Mahdi is a new contributor. Be nice, and check out our Code of Conduct.
















Thanks for contributing an answer to Code Review Stack Exchange!


  • Please be sure to answer the question. Provide details and share your research!

But avoid



  • Asking for help, clarification, or responding to other answers.

  • Making statements based on opinion; back them up with references or personal experience.


Use MathJax to format equations. MathJax reference.


To learn more, see our tips on writing great answers.





Some of your past answers have not been well-received, and you're in danger of being blocked from answering.


Please pay close attention to the following guidance:


  • Please be sure to answer the question. Provide details and share your research!

But avoid



  • Asking for help, clarification, or responding to other answers.

  • Making statements based on opinion; back them up with references or personal experience.


To learn more, see our tips on writing great answers.




draft saved


draft discarded














StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fcodereview.stackexchange.com%2fquestions%2f210644%2fgeneric-dialoguebox-class-with-different-parameters%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown





















































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown

































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown







Popular posts from this blog

Morgemoulin

Scott Moir

Souastre