Game.UI.ParadoxCloudConflictResolutionDialog
Assembly:
(unknown — likely the game's main UI assembly; not specified in the source)
Namespace:
Game.UI
Type:
class
Base:
ConfirmationDialog
Summary:
A small UI confirmation dialog used to resolve Paradox Cloud save conflicts. It presents a localized title and message and offers two actions: use the cloud copy or use the local copy. The dialog uses the "Paradox" skin and is constructed with localization keys rather than literal text so the displayed strings will be resolved from the game's localization system.
Fields
-
private const string kTitle
Holds the localization key for the dialog title: "Common.DIALOG_TITLE[PdxSdkCloudConflict]". This key is passed to the base ConfirmationDialog for display. -
private const string kMessage
Holds the localization key for the dialog message: "Common.DIALOG_MESSAGE[PdxSdkCloudConflict]". This key is passed to the base ConfirmationDialog for display. -
private const string kUseLocal
Holds the localization key for the local-action button text: "Common.DIALOG_ACTION[UseLocal]". -
private const string kUseCloud
Holds the localization key for the cloud-action button text: "Common.DIALOG_ACTION[UseCloud]".
Properties
protected override string skin { get; }
Returns the UI skin name used by this dialog. This override returns "Paradox", indicating the dialog should use the Paradox visual skin/theme.
Constructors
public ParadoxCloudConflictResolutionDialog()
Initializes a new instance of ParadoxCloudConflictResolutionDialog. The constructor calls the ConfirmationDialog base constructor with the localized title and message keys, choosing the cloud action as the primary/default action and the local action as the alternative. Specifically, it passes:- title: "Common.DIALOG_TITLE[PdxSdkCloudConflict]"
- message: "Common.DIALOG_MESSAGE[PdxSdkCloudConflict]"
- primary action: "Common.DIALOG_ACTION[UseCloud]"
- (middle/cancel) argument: null
- alternative action: "Common.DIALOG_ACTION[UseLocal]"
Methods
- (No public or protected methods are declared in this class.)
All behavior (showing, button handling, event callbacks) is inherited from ConfirmationDialog. Use the base dialog's API to subscribe to confirmation/cancellation events or to read which button the user selected.
Usage Example
// Create the dialog
var conflictDialog = new ParadoxCloudConflictResolutionDialog();
// Displaying the dialog depends on your mod/UI integration.
// Typically you add it to the UI or call whatever helper displays confirmation dialogs in the game's UI stack.
// Pseudocode examples (actual method names depend on the game's UI API):
// Example A: if the UI framework has a generic dialog show method
// UIManager.ShowDialog(conflictDialog);
// Example B: if you must add it to a view
// var view = UIView.GetAView();
// view.AddDialog(conflictDialog);
// Subscribe to the dialog result using the ConfirmationDialog's API (replace with actual event/callback names):
// conflictDialog.OnConfirmed += () => { /* use cloud */ };
// conflictDialog.OnAlternative += () => { /* use local */ };
Notes: - The class uses localization keys; to change the displayed text you would either modify localization entries or subclass the dialog and pass different strings to the base constructor. - The exact methods/events to present the dialog and receive the user's choice depend on ConfirmationDialog's API in the game's UI framework.