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110 lines
3.5 KiB
C#
110 lines
3.5 KiB
C#
2 weeks ago
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using System;
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using UnityEngine;
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using UnityEngine.EventSystems;
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namespace Unity.BossRoom.Gameplay.UI
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{
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/// <summary>
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/// Attach to any UI element that should have a tooltip popup. If the mouse hovers over this element
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/// long enough, the tooltip will appear and show the specified text.
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/// </summary>
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/// <remarks>
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/// Having trouble getting the tooltips to show up? The event-handlers use physics raycasting, so make sure:
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/// - the main camera in the scene has a PhysicsRaycaster component
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/// - if you're attaching this to a UI element such as an Image, make sure you check the "Raycast Target" checkbox
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/// </remarks>
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public class UITooltipDetector : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler
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{
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[SerializeField]
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[Tooltip("The actual Tooltip that should be triggered")]
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private UITooltipPopup m_TooltipPopup;
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[SerializeField]
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[Multiline]
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[Tooltip("The text of the tooltip (this is the default text; it can also be changed in code)")]
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private string m_TooltipText;
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[SerializeField]
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[Tooltip("Should the tooltip appear instantly if the player clicks this UI element?")]
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private bool m_ActivateOnClick = true;
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[SerializeField]
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[Tooltip("The length of time the mouse needs to hover over this element before the tooltip appears (in seconds)")]
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private float m_TooltipDelay = 0.5f;
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private float m_PointerEnterTime = 0;
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private bool m_IsShowingTooltip;
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public void SetText(string text)
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{
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bool wasChanged = text != m_TooltipText;
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m_TooltipText = text;
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if (wasChanged && m_IsShowingTooltip)
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{
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// we changed the text while of our tooltip was being shown! We need to re-show the tooltip!
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HideTooltip();
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ShowTooltip();
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}
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}
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public void OnPointerEnter(PointerEventData eventData)
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{
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m_PointerEnterTime = Time.time;
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}
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public void OnPointerExit(PointerEventData eventData)
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{
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m_PointerEnterTime = 0;
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HideTooltip();
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}
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public void OnPointerClick(PointerEventData eventData)
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{
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if (m_ActivateOnClick)
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{
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ShowTooltip();
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}
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}
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private void Update()
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{
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if (m_PointerEnterTime != 0 && (Time.time - m_PointerEnterTime) > m_TooltipDelay)
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{
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ShowTooltip();
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}
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}
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private void ShowTooltip()
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{
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if (!m_IsShowingTooltip)
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{
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m_TooltipPopup.ShowTooltip(m_TooltipText, Input.mousePosition);
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m_IsShowingTooltip = true;
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}
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}
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private void HideTooltip()
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{
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if (m_IsShowingTooltip)
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{
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m_TooltipPopup.HideTooltip();
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m_IsShowingTooltip = false;
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}
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}
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#if UNITY_EDITOR
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private void OnValidate()
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{
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if (gameObject.scene.rootCount > 1) // Hacky way for checking if this is a scene object or a prefab instance and not a prefab definition.
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{
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if (!m_TooltipPopup)
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{
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// typically there's only one tooltip popup in the scene, so pick that
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m_TooltipPopup = FindObjectOfType<UITooltipPopup>();
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}
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}
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}
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#endif
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}
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}
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