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78 lines
2.3 KiB
C#
78 lines
2.3 KiB
C#
using System;
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using TMPro;
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using UnityEngine;
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using UnityEngine.Assertions;
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namespace Unity.BossRoom.Gameplay.UI
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{
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/// <summary>
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/// This controls the tooltip popup -- the little text blurb that appears when you hover your mouse
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/// over an ability icon.
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/// </summary>
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public class UITooltipPopup : MonoBehaviour
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{
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[SerializeField]
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private Canvas m_Canvas;
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[SerializeField]
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[Tooltip("This transform is shown/hidden to show/hide the popup box")]
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private GameObject m_WindowRoot;
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[SerializeField]
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private TextMeshProUGUI m_TextField;
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[SerializeField]
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private Vector3 m_CursorOffset;
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private void Awake()
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{
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Assert.IsNotNull(m_Canvas);
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}
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/// <summary>
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/// Shows a tooltip at the given mouse coordinates.
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/// </summary>
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public void ShowTooltip(string text, Vector3 screenXy)
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{
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screenXy += m_CursorOffset;
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m_WindowRoot.transform.position = GetCanvasCoords(screenXy);
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m_TextField.text = text;
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m_WindowRoot.SetActive(true);
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}
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/// <summary>
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/// Hides the current tooltip.
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/// </summary>
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public void HideTooltip()
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{
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m_WindowRoot.SetActive(false);
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}
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/// <summary>
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/// Maps screen coordinates (e.g. Input.mousePosition) to coordinates on our Canvas.
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/// </summary>
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private Vector3 GetCanvasCoords(Vector3 screenCoords)
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{
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Vector2 canvasCoords;
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RectTransformUtility.ScreenPointToLocalPointInRectangle(
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m_Canvas.transform as RectTransform,
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screenCoords,
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m_Canvas.worldCamera,
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out canvasCoords);
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return m_Canvas.transform.TransformPoint(canvasCoords);
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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_Canvas)
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{
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// typically there's only one canvas in the scene, so pick that
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m_Canvas = FindObjectOfType<Canvas>();
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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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