Editor stuff

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Starpelly
2022-01-05 19:11:33 -05:00
parent 775fd7e580
commit 576b0d8482
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///Credit Martin Nerurkar // www.martin.nerurkar.de // www.sharkbombs.com
///Sourced from - http://www.sharkbombs.com/2015/02/10/tooltips-with-the-new-unity-ui-ugui/
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Extensions/Bound Tooltip/Bound Tooltip Item")]
public class BoundTooltipItem : MonoBehaviour
{
public bool IsActive
{
get
{
return gameObject.activeSelf;
}
}
public UnityEngine.UI.Text TooltipText;
public Vector3 ToolTipOffset;
void Awake()
{
instance = this;
if(!TooltipText) TooltipText = GetComponentInChildren<Text>();
HideTooltip();
}
public void ShowTooltip(string text, Vector3 pos)
{
if (TooltipText.text != text)
TooltipText.text = text;
transform.position = pos + ToolTipOffset;
gameObject.SetActive(true);
}
public void HideTooltip()
{
gameObject.SetActive(false);
}
// Standard Singleton Access
private static BoundTooltipItem instance;
public static BoundTooltipItem Instance
{
get
{
if (instance == null)
instance = GameObject.FindObjectOfType<BoundTooltipItem>();
return instance;
}
}
}
}

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///Credit Martin Nerurkar // www.martin.nerurkar.de // www.sharkbombs.com
///Sourced from - http://www.sharkbombs.com/2015/02/10/tooltips-with-the-new-unity-ui-ugui/
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Extensions/Bound Tooltip/Bound Tooltip Trigger")]
public class BoundTooltipTrigger : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, ISelectHandler, IDeselectHandler
{
[TextAreaAttribute]
public string text;
public bool useMousePosition = false;
public Vector3 offset;
public void OnPointerEnter(PointerEventData eventData)
{
if (useMousePosition)
{
StartHover(new Vector3(eventData.position.x, eventData.position.y, 0f));
}
else
{
StartHover(transform.position + offset);
}
}
public void OnSelect(BaseEventData eventData)
{
StartHover(transform.position);
}
public void OnPointerExit(PointerEventData eventData)
{
StopHover();
}
public void OnDeselect(BaseEventData eventData)
{
StopHover();
}
void StartHover(Vector3 position)
{
BoundTooltipItem.Instance.ShowTooltip(text, position);
}
void StopHover()
{
BoundTooltipItem.Instance.HideTooltip();
}
}
}

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/// Credit drHogan
/// Sourced from - http://www.hammerandravens.com/multi-use-tooltip-system-in-unity3d/
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Extensions/HoverTooltip")]
public class HoverTooltip : MonoBehaviour
{
//manually selectable padding for the background image
public int horizontalPadding;
public int verticalPadding;
//tooltip text
public Text thisText;
//horizontal layout of the tooltip
public HorizontalLayoutGroup hlG;
//tooltip background image
public RectTransform bgImage;
Image bgImageSource;
//needed as the layout refreshes only on the first Update() call
bool firstUpdate;
//if the tooltip is inside a UI element
bool inside;
//size of the tooltip, needed to track if out of screen
// public float width;
// public float height;
//detect canvas mode so to apply different behaviors to different canvas modes, currently only RenderMode.ScreenSpaceCamera implemented
//int canvasMode;
RenderMode GUIMode;
//the scene GUI camera
Camera GUICamera;
//the default tooltip object has the following pivots, so that the offset from the mouse is always proportional to the screen resolution (the y pivot)
//Pivot(0.5,-0.5)
//screen viewport corners for out of screen detection
Vector3 lowerLeft;
Vector3 upperRight;
//scale factor of proportionality to the reference resolution (1280x720)
float currentYScaleFactor;
float currentXScaleFactor;
//standard X and Y offsets of the new tooltip
float defaultYOffset;
float defaultXOffset;
//real on screen sizes of the tooltip object
float tooltipRealHeight;
float tooltipRealWidth;
// Use this for initialization
void Start()
{
//in this line you need to change the string in order to get your Camera //TODO MAYBE DO IT FROM THE INSPECTOR
GUICamera = GameObject.Find("GUICamera").GetComponent<Camera>();
GUIMode = this.transform.parent.parent.GetComponent<Canvas>().renderMode;
bgImageSource = bgImage.GetComponent<Image>();
//at start the pointer is never to be considered over and UI element
inside = false;
//assign the tooltip to the singleton GUI class manager for fast access
//TacticalGUIManager.tgm.mmttp = this;
//hide the tooltip
HideTooltipVisibility();
this.transform.parent.gameObject.SetActive(false);
}
//single string input tooltip
public void SetTooltip(string text)
{
NewTooltip();
//init tooltip string
thisText.text = text;
//call the position function
OnScreenSpaceCamera();
}
//multi string/line input tooltip (each string of the input array is a new line)
public void SetTooltip(string[] texts)
{
NewTooltip();
//build up the tooltip line after line with the input
string tooltipText = "";
int index = 0;
foreach (string newLine in texts)
{
if (index == 0)
{
tooltipText += newLine;
}
else
{
tooltipText += ("\n" + newLine);
}
index++;
}
//init tooltip string
thisText.text = tooltipText;
//call the position function
OnScreenSpaceCamera();
}
//temporary call to not mess up old code, will be removed
public void SetTooltip(string text, bool test)
{
NewTooltip();
//init tooltip string
thisText.text = text;
//call the position function
OnScreenSpaceCamera();
}
//position function, currently not working correctly due to the use of pivots and not manual offsets, soon to be fixed
public void OnScreenSpaceCamera()
{
//get the dynamic position of the pos in viewport coordinates
Vector3 newPos = GUICamera.ScreenToViewportPoint(UIExtensionsInputManager.MousePosition);
// store in val the updated position (x or y) of the tooltip edge of interest
float val;
//store the new offset to impose in case of out of screen
float yOffSet = 0f;
float xOffSet = 0f;
//check for right edge of screen
//obtain the x coordinate of the right edge of the tooltip
val = ((GUICamera.ViewportToScreenPoint(newPos).x) + (tooltipRealWidth * bgImage.pivot.x));
//evaluate if the right edge of the tooltip goes out of screen
if (val > (upperRight.x))
{
float distFromRight = upperRight.x - val;
if (distFromRight > (defaultXOffset * 0.75))
{
//shorten the temporary offset up to a certain distance from the tooltip
xOffSet = distFromRight;
}
else
{
//if the distance becomes too short flip the tooltip to below the pointer (by offset+twice the height of the tooltip)
xOffSet = ((defaultXOffset) - (tooltipRealWidth) * 2f);
}
//assign the new modified coordinates to the tooltip and convert to screen coordinates
Vector3 newTooltipPos = new Vector3(GUICamera.ViewportToScreenPoint(newPos).x + xOffSet, 0f, 0f);
newPos.x = GUICamera.ScreenToViewportPoint(newTooltipPos).x;
}
//check for left edge of screen
//obtain the x coordinate of the left edge of the tooltip
val = ((GUICamera.ViewportToScreenPoint(newPos).x) - (tooltipRealWidth * bgImage.pivot.x));
//evaluate if the left edge of the tooltip goes out of screen
if (val < (lowerLeft.x))
{
float distFromLeft = lowerLeft.x - val;
if (distFromLeft < (defaultXOffset * 0.75 - tooltipRealWidth))
{
//shorten the temporary offset up to a certain distance from the tooltip
xOffSet = -distFromLeft;
}
else
{
//if the distance becomes too short flip the tooltip to above the pointer (by twice the height of the tooltip)
xOffSet = ((tooltipRealWidth) * 2f);
}
//assign the new modified coordinates to the tooltip and convert to screen coordinates
Vector3 newTooltipPos = new Vector3(GUICamera.ViewportToScreenPoint(newPos).x - xOffSet, 0f, 0f);
newPos.x = GUICamera.ScreenToViewportPoint(newTooltipPos).x;
}
//check for upper edge of the screen
//obtain the y coordinate of the upper edge of the tooltip
val = ((GUICamera.ViewportToScreenPoint(newPos).y) - ((bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y)) - (tooltipRealHeight)));
//evaluate if the upper edge of the tooltip goes out of screen
if (val > (upperRight.y))
{
float distFromUpper = upperRight.y - val;
yOffSet = (bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y));
if (distFromUpper > (defaultYOffset * 0.75))
{
//shorten the temporary offset up to a certain distance from the tooltip
yOffSet = distFromUpper;
}
else
{
//if the distance becomes too short flip the tooltip to below the pointer (by offset+twice the height of the tooltip)
yOffSet = ((defaultYOffset) - (tooltipRealHeight) * 2f);
}
//assign the new modified coordinates to the tooltip and convert to screen coordinates
Vector3 newTooltipPos = new Vector3(newPos.x, GUICamera.ViewportToScreenPoint(newPos).y + yOffSet, 0f);
newPos.y = GUICamera.ScreenToViewportPoint(newTooltipPos).y;
}
//check for lower edge of the screen
//obtain the y coordinate of the lower edge of the tooltip
val = ((GUICamera.ViewportToScreenPoint(newPos).y) - ((bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y))));
//evaluate if the upper edge of the tooltip goes out of screen
if (val < (lowerLeft.y))
{
float distFromLower = lowerLeft.y - val;
yOffSet = (bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y));
if (distFromLower < (defaultYOffset * 0.75 - tooltipRealHeight))
{
//shorten the temporary offset up to a certain distance from the tooltip
yOffSet = distFromLower;
}
else
{
//if the distance becomes too short flip the tooltip to above the pointer (by twice the height of the tooltip)
yOffSet = ((tooltipRealHeight) * 2f);
}
//assign the new modified coordinates to the tooltip and convert to screen coordinates
Vector3 newTooltipPos = new Vector3(newPos.x, GUICamera.ViewportToScreenPoint(newPos).y + yOffSet, 0f);
newPos.y = GUICamera.ScreenToViewportPoint(newTooltipPos).y;
}
this.transform.parent.transform.position = new Vector3(GUICamera.ViewportToWorldPoint(newPos).x, GUICamera.ViewportToWorldPoint(newPos).y, 0f);
this.transform.parent.gameObject.SetActive(true);
inside = true;
}
//call to hide tooltip when hovering out from the object
public void HideTooltip()
{
if (GUIMode == RenderMode.ScreenSpaceCamera)
{
if (this != null)
{
this.transform.parent.gameObject.SetActive(false);
inside = false;
HideTooltipVisibility();
}
}
}
// Update is called once per frame
void Update()
{
LayoutInit();
if (inside)
{
if (GUIMode == RenderMode.ScreenSpaceCamera)
{
OnScreenSpaceCamera();
}
}
}
//this function is used in order to setup the size of the tooltip by cheating on the HorizontalLayoutBehavior. The resize is done in the first update.
void LayoutInit()
{
if (firstUpdate)
{
firstUpdate = false;
bgImage.sizeDelta = new Vector2(hlG.preferredWidth + horizontalPadding, hlG.preferredHeight + verticalPadding);
defaultYOffset = (bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y));
defaultXOffset = (bgImage.sizeDelta.x * currentXScaleFactor * (bgImage.pivot.x));
tooltipRealHeight = bgImage.sizeDelta.y * currentYScaleFactor;
tooltipRealWidth = bgImage.sizeDelta.x * currentXScaleFactor;
ActivateTooltipVisibility();
}
}
//init basic variables on a new tooltip set
void NewTooltip()
{
firstUpdate = true;
lowerLeft = GUICamera.ViewportToScreenPoint(new Vector3(0.0f, 0.0f, 0.0f));
upperRight = GUICamera.ViewportToScreenPoint(new Vector3(1.0f, 1.0f, 0.0f));
currentYScaleFactor = Screen.height / this.transform.root.GetComponent<CanvasScaler>().referenceResolution.y;
currentXScaleFactor = Screen.width / this.transform.root.GetComponent<CanvasScaler>().referenceResolution.x;
}
//used to visualize the tooltip one update call after it has been built (to avoid flickers)
public void ActivateTooltipVisibility()
{
Color textColor = thisText.color;
thisText.color = new Color(textColor.r, textColor.g, textColor.b, 1f);
bgImageSource.color = new Color(bgImageSource.color.r, bgImageSource.color.g, bgImageSource.color.b, 0.8f);
}
//used to hide the tooltip so that it can be made visible one update call after it has been built (to avoid flickers)
public void HideTooltipVisibility()
{
Color textColor = thisText.color;
thisText.color = new Color(textColor.r, textColor.g, textColor.b, 0f);
bgImageSource.color = new Color(bgImageSource.color.r, bgImageSource.color.g, bgImageSource.color.b, 0f);
}
}
}

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/// Credit drHogan
/// Sourced from - http://forum.unity3d.com/threads/screenspace-camera-tooltip-controller-sweat-and-tears.293991/#post-1938929
/// updated simonDarksideJ - refactored code to be more performant.
/// updated lucasvinbr - mixed with BoundTooltip, should work with Screenspace Camera (non-rotated) and Overlay
/// *Note - only works for non-rotated Screenspace Camera and Screenspace Overlay canvases at present, needs updating to include rotated Screenspace Camera and Worldspace!
//ToolTip is written by Emiliano Pastorelli, H&R Tallinn (Estonia), http://www.hammerandravens.com
//Copyright (c) 2015 Emiliano Pastorelli, H&R - Hammer&Ravens, Tallinn, Estonia.
//All rights reserved.
//Redistribution and use in source and binary forms are permitted
//provided that the above copyright notice and this paragraph are
//duplicated in all such forms and that any documentation,
//advertising materials, and other materials related to such
//distribution and use acknowledge that the software was developed
//by H&R, Hammer&Ravens. The name of the
//H&R, Hammer&Ravens may not be used to endorse or promote products derived
//from this software without specific prior written permission.
//THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
//IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
//WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(RectTransform))]
[AddComponentMenu("UI/Extensions/Tooltip/Tooltip")]
public class ToolTip : MonoBehaviour
{
//text of the tooltip
private Text _text;
private RectTransform _rectTransform, canvasRectTransform;
[Tooltip("The canvas used by the tooltip as positioning and scaling reference. Should usually be the root Canvas of the hierarchy this component is in")]
public Canvas canvas;
[Tooltip("Sets if tooltip triggers will run ForceUpdateCanvases and refresh the tooltip's layout group " +
"(if any) when hovered, in order to prevent momentousness misplacement sometimes caused by ContentSizeFitters")]
public bool tooltipTriggersCanForceCanvasUpdate = false;
/// <summary>
/// the tooltip's Layout Group, if any
/// </summary>
private LayoutGroup _layoutGroup;
//if the tooltip is inside a UI element
private bool _inside;
private float width, height;//, canvasWidth, canvasHeight;
public float YShift,xShift;
[HideInInspector]
public RenderMode guiMode;
private Camera _guiCamera;
public Camera GuiCamera
{
get
{
if (!_guiCamera) {
_guiCamera = Camera.main;
}
return _guiCamera;
}
}
private Vector3 screenLowerLeft, screenUpperRight, shiftingVector;
/// <summary>
/// a screen-space point where the tooltip would be placed before applying X and Y shifts and border checks
/// </summary>
private Vector3 baseTooltipPos;
private Vector3 newTTPos;
private Vector3 adjustedNewTTPos;
private Vector3 adjustedTTLocalPos;
private Vector3 shifterForBorders;
private float borderTest;
// Standard Singleton Access
private static ToolTip instance;
public static ToolTip Instance
{
get
{
if (instance == null)
instance = FindObjectOfType<ToolTip>();
return instance;
}
}
void Reset() {
canvas = GetComponentInParent<Canvas>();
canvas = canvas.rootCanvas;
}
// Use this for initialization
public void Awake()
{
instance = this;
if (!canvas) {
canvas = GetComponentInParent<Canvas>();
canvas = canvas.rootCanvas;
}
_guiCamera = canvas.worldCamera;
guiMode = canvas.renderMode;
_rectTransform = GetComponent<RectTransform>();
canvasRectTransform = canvas.GetComponent<RectTransform>();
_layoutGroup = GetComponentInChildren<LayoutGroup>();
_text = GetComponentInChildren<Text>();
_inside = false;
this.gameObject.SetActive(false);
}
public void SetTooltip(string ttext)
{
SetTooltip(ttext, transform.position);
}
//Call this function externally to set the text of the template and activate the tooltip
public void SetTooltip(string ttext, Vector3 basePos, bool refreshCanvasesBeforeGetSize = false)
{
baseTooltipPos = basePos;
//set the text
if (_text) {
_text.text = ttext;
}
else {
Debug.LogWarning("[ToolTip] Couldn't set tooltip text, tooltip has no child Text component");
}
ContextualTooltipUpdate(refreshCanvasesBeforeGetSize);
}
//call this function on mouse exit to deactivate the template
public void HideTooltip()
{
gameObject.SetActive(false);
_inside = false;
}
// Update is called once per frame
void Update()
{
if (_inside)
{
ContextualTooltipUpdate();
}
}
/// <summary>
/// forces rebuilding of Canvases in order to update the tooltip's content size fitting.
/// Can prevent the tooltip from being visibly misplaced for one frame when being resized.
/// Only runs if tooltipTriggersCanForceCanvasUpdate is true
/// </summary>
public void RefreshTooltipSize() {
if (tooltipTriggersCanForceCanvasUpdate) {
Canvas.ForceUpdateCanvases();
if (_layoutGroup) {
_layoutGroup.enabled = false;
_layoutGroup.enabled = true;
}
}
}
/// <summary>
/// Runs the appropriate tooltip placement method, according to the parent canvas's render mode
/// </summary>
/// <param name="refreshCanvasesBeforeGettingSize"></param>
public void ContextualTooltipUpdate(bool refreshCanvasesBeforeGettingSize = false) {
switch (guiMode) {
case RenderMode.ScreenSpaceCamera:
OnScreenSpaceCamera(refreshCanvasesBeforeGettingSize);
break;
case RenderMode.ScreenSpaceOverlay:
OnScreenSpaceOverlay(refreshCanvasesBeforeGettingSize);
break;
}
}
//main tooltip edge of screen guard and movement - camera
public void OnScreenSpaceCamera(bool refreshCanvasesBeforeGettingSize = false)
{
shiftingVector.x = xShift;
shiftingVector.y = YShift;
baseTooltipPos.z = canvas.planeDistance;
newTTPos = GuiCamera.ScreenToViewportPoint(baseTooltipPos - shiftingVector);
adjustedNewTTPos = GuiCamera.ViewportToWorldPoint(newTTPos);
gameObject.SetActive(true);
if (refreshCanvasesBeforeGettingSize) RefreshTooltipSize();
//consider scaled dimensions when comparing against the edges
width = transform.lossyScale.x * _rectTransform.sizeDelta[0];
height = transform.lossyScale.y * _rectTransform.sizeDelta[1];
// check and solve problems for the tooltip that goes out of the screen on the horizontal axis
RectTransformUtility.ScreenPointToWorldPointInRectangle(canvasRectTransform, Vector2.zero, GuiCamera, out screenLowerLeft);
RectTransformUtility.ScreenPointToWorldPointInRectangle(canvasRectTransform, new Vector2(Screen.width, Screen.height), GuiCamera, out screenUpperRight);
//check for right edge of screen
borderTest = (adjustedNewTTPos.x + width / 2);
if (borderTest > screenUpperRight.x)
{
shifterForBorders.x = borderTest - screenUpperRight.x;
adjustedNewTTPos.x -= shifterForBorders.x;
}
//check for left edge of screen
borderTest = (adjustedNewTTPos.x - width / 2);
if (borderTest < screenLowerLeft.x)
{
shifterForBorders.x = screenLowerLeft.x - borderTest;
adjustedNewTTPos.x += shifterForBorders.x;
}
// check and solve problems for the tooltip that goes out of the screen on the vertical axis
//check for lower edge of the screen
borderTest = (adjustedNewTTPos.y - height / 2);
if (borderTest < screenLowerLeft.y) {
shifterForBorders.y = screenLowerLeft.y - borderTest;
adjustedNewTTPos.y += shifterForBorders.y;
}
//check for upper edge of the screen
borderTest = (adjustedNewTTPos.y + height / 2);
if (borderTest > screenUpperRight.y)
{
shifterForBorders.y = borderTest - screenUpperRight.y;
adjustedNewTTPos.y -= shifterForBorders.y;
}
//failed attempt to circumvent issues caused when rotating the camera
adjustedNewTTPos = transform.rotation * adjustedNewTTPos;
transform.position = adjustedNewTTPos;
adjustedTTLocalPos = transform.localPosition;
adjustedTTLocalPos.z = 0;
transform.localPosition = adjustedTTLocalPos;
_inside = true;
}
//main tooltip edge of screen guard and movement - overlay
public void OnScreenSpaceOverlay(bool refreshCanvasesBeforeGettingSize = false) {
shiftingVector.x = xShift;
shiftingVector.y = YShift;
newTTPos = (baseTooltipPos - shiftingVector) / canvas.scaleFactor;
adjustedNewTTPos = newTTPos;
gameObject.SetActive(true);
if (refreshCanvasesBeforeGettingSize) RefreshTooltipSize();
width = _rectTransform.sizeDelta[0];
height = _rectTransform.sizeDelta[1];
// check and solve problems for the tooltip that goes out of the screen on the horizontal axis
//screen's 0 = overlay canvas's 0 (always?)
screenLowerLeft = Vector3.zero;
screenUpperRight = canvasRectTransform.sizeDelta;
//check for right edge of screen
borderTest = (newTTPos.x + width / 2);
if (borderTest > screenUpperRight.x) {
shifterForBorders.x = borderTest - screenUpperRight.x;
adjustedNewTTPos.x -= shifterForBorders.x;
}
//check for left edge of screen
borderTest = (adjustedNewTTPos.x - width / 2);
if (borderTest < screenLowerLeft.x) {
shifterForBorders.x = screenLowerLeft.x - borderTest;
adjustedNewTTPos.x += shifterForBorders.x;
}
// check and solve problems for the tooltip that goes out of the screen on the vertical axis
//check for lower edge of the screen
borderTest = (adjustedNewTTPos.y - height / 2);
if (borderTest < screenLowerLeft.y) {
shifterForBorders.y = screenLowerLeft.y - borderTest;
adjustedNewTTPos.y += shifterForBorders.y;
}
//check for upper edge of the screen
borderTest = (adjustedNewTTPos.y + height / 2);
if (borderTest > screenUpperRight.y) {
shifterForBorders.y = borderTest - screenUpperRight.y;
adjustedNewTTPos.y -= shifterForBorders.y;
}
//remove scale factor for the actual positioning of the TT
adjustedNewTTPos *= canvas.scaleFactor;
transform.position = adjustedNewTTPos;
_inside = true;
}
}
}

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using System.Collections;
///Credit Martin Nerurkar // www.martin.nerurkar.de // www.sharkbombs.com
///Sourced from - http://www.sharkbombs.com/2015/02/10/tooltips-with-the-new-unity-ui-ugui/
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(RectTransform))]
[AddComponentMenu("UI/Extensions/Tooltip/Tooltip Trigger")]
public class TooltipTrigger : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, ISelectHandler, IDeselectHandler
{
[TextAreaAttribute]
public string text;
public enum TooltipPositioningType {
mousePosition,
mousePositionAndFollow,
transformPosition
}
[Tooltip("Defines where the tooltip will be placed and how that placement will occur. Transform position will always be used if this element wasn't selected via mouse")]
public TooltipPositioningType tooltipPositioningType = TooltipPositioningType.mousePosition;
/// <summary>
/// This info is needed to make sure we make the necessary translations if the tooltip and this trigger are children of different space canvases
/// </summary>
private bool isChildOfOverlayCanvas = false;
private bool hovered = false;
public Vector3 offset;
void Start() {
//attempt to check if our canvas is overlay or not and check our "is overlay" accordingly
Canvas ourCanvas = GetComponentInParent<Canvas>();
if (ourCanvas && ourCanvas.renderMode == RenderMode.ScreenSpaceOverlay) {
isChildOfOverlayCanvas = true;
}
}
/// <summary>
/// Checks if the tooltip and the transform this trigger is attached to are children of differently-spaced Canvases
/// </summary>
public bool WorldToScreenIsRequired
{
get
{
return (isChildOfOverlayCanvas && ToolTip.Instance.guiMode == RenderMode.ScreenSpaceCamera) ||
(!isChildOfOverlayCanvas && ToolTip.Instance.guiMode == RenderMode.ScreenSpaceOverlay);
}
}
public void OnPointerEnter(PointerEventData eventData)
{
switch (tooltipPositioningType) {
case TooltipPositioningType.mousePosition:
StartHover(UIExtensionsInputManager.MousePosition + offset, true);
break;
case TooltipPositioningType.mousePositionAndFollow:
StartHover(UIExtensionsInputManager.MousePosition + offset, true);
hovered = true;
StartCoroutine(HoveredMouseFollowingLoop());
break;
case TooltipPositioningType.transformPosition:
StartHover((WorldToScreenIsRequired ?
ToolTip.Instance.GuiCamera.WorldToScreenPoint(transform.position) :
transform.position) + offset, true);
break;
}
}
IEnumerator HoveredMouseFollowingLoop() {
while (hovered) {
StartHover(UIExtensionsInputManager.MousePosition + offset);
yield return null;
}
}
public void OnSelect(BaseEventData eventData)
{
StartHover((WorldToScreenIsRequired ?
ToolTip.Instance.GuiCamera.WorldToScreenPoint(transform.position) :
transform.position) + offset, true);
}
public void OnPointerExit(PointerEventData eventData)
{
StopHover();
}
public void OnDeselect(BaseEventData eventData)
{
StopHover();
}
void StartHover(Vector3 position, bool shouldCanvasUpdate = false)
{
ToolTip.Instance.SetTooltip(text, position, shouldCanvasUpdate);
}
void StopHover()
{
hovered = false;
ToolTip.Instance.HideTooltip();
}
}
}

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