private void SetOnClickForOpt(OptButton opt, ActionButtonNode n) { if (n.disabled) { opt.OnOptMousedOver += (button) => { UIManager.instance.Tooltip.SetText(n.label + ": " + n.disabledReason); UIManager.instance.Tooltip.Show(opt.transform as RectTransform); }; opt.OnOptMousedOut += (button) => { UIManager.instance.Tooltip.Hide(); // UIManager.instance.tooltip.SetText(n.disabledReason); }; opt.GetComponent <Button> ().interactable = false; } else { opt.OnOptLeftClicked += (button) => { NodeSelected(n); }; opt.SetTooltipInfo(Tooltip.TooltipPosition.TOP, 0, n.label, n.rightClickDescription); } }
public override void SyncUiWithCharacter(Sheet character) { Clear(); str = AddOptButton("Str:" + character.Strength + " " + ModifierValue("strength")); dex = AddOptButton("Dex:" + character.Dexterity + " " + ModifierValue("dexterity")); con = AddOptButton("Con:" + character.Constitution + " " + ModifierValue("constitution")); intl = AddOptButton("Int:" + character.Intelligence + " " + ModifierValue("intelligence")); wis = AddOptButton("Wis:" + character.Wisdom + " " + ModifierValue("wisdom")); cha = AddOptButton("Cha:" + character.Charisma + " " + ModifierValue("charisma")); str.SetTooltipInfo(Tooltip.TooltipPosition.LEFT, 15, "Strength\n" + ModifierValue("strength") + " to melee hit and damage roll\nCarry weight:" + character.CarryWeight, "Strength\nThe modifier, " + ModifierValue("strength") + ", affects all melee weapon hit rolls, and damage rolls (main hand only).\nWeight carried is 15 x Strength score of " + GaugeValue("strength")); dex.SetTooltipInfo(Tooltip.TooltipPosition.LEFT, 15, "Dexterity\n" + ModifierValue("dexterity") + " to ranged/finesse hit and damage roll\nAC bonus:" + ModifierValue("dexterity"), "Dexterity\nThe modifier, " + ModifierValue("dexterity") + ", affects all ranged weapon hit rolls, and damage rolls. The same applies to melee weapons that have the finesse property.\nAlso, affects Armour Class by the modifier; this is restricted at +2 when wearing medium armour, and completely when wearing heavy armour."); con.SetTooltipInfo(Tooltip.TooltipPosition.LEFT, 15, "Constitution\n" + ModifierValue("constitution") + " to hit points per level", "The modifier, " + ModifierValue("constitution") + " is multiplied by character level " + character.CharacterLevel); intl.SetTooltipInfo(Tooltip.TooltipPosition.LEFT, 15, "Intelligence\nWizards prepare more spells, and increase their effectiveness with them.", "Intelligence\nThe modifier, " + ModifierValue("intelligence") + " increases/decreases spells a wizard can have prepared in a day. The base value is the wizard level of the caster.\nThe modifier also affects spell hit rolls when called for, and make a cleric's spells harder to resist."); wis.SetTooltipInfo(Tooltip.TooltipPosition.LEFT, 15, "Wisdom\nClerics prepare more spells, and increase their effectiveness with them.", "Wisdom\nThe modifier, " + ModifierValue("wisdom") + " increases/decreases spells a cleric can have prepared in a day. The base value is the cleric level of the caster.\nThe modifier also affects spell hit rolls when called for, and make a wizard's spells harder to resist."); cha.SetTooltipInfo(Tooltip.TooltipPosition.LEFT, 15, "Charisma\nGain more favor with the crowd.", "Charisma\n(Long description needed)"); }
public virtual void DressOptButtonForTooltip(OptButton opt, Tooltip.TooltipPosition pos, int offset) { opt.SetTooltipInfo(pos, offset, ShortDescription(), null); }
public override void DressOptButtonForTooltip(OptButton opt, Tooltip.TooltipPosition pos = Tooltip.TooltipPosition.TOP, int offset = 2) { opt.SetTooltipInfo(pos, offset, "You deal more damage (add ability modifier) to the bonus attack offered by two-weapon fighting", "When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. "); }
public override void DressOptButtonForTooltip(OptButton opt, Tooltip.TooltipPosition pos = Tooltip.TooltipPosition.TOP, int offset = 2) { opt.SetTooltipInfo(pos, offset, "The character is well versed in armour of all kinds.", "Gain +1 to armour class while wearing any armour."); }
public override void DressOptButtonForTooltip(OptButton opt, Tooltip.TooltipPosition pos = Tooltip.TooltipPosition.TOP, int offset = 2) { opt.SetTooltipInfo(pos, offset, "Deal +2 damage with single-handed weapons, if holding no other weapons.", "When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. "); }
public virtual void DressOptButtonForTooltip(OptButton opt, Tooltip.TooltipPosition pos = Tooltip.TooltipPosition.TOP, int offset = 2) { opt.SetTooltipInfo(pos, offset, "Just some feature", null); }
public override void DressOptButtonForTooltip(OptButton opt, Tooltip.TooltipPosition pos = Tooltip.TooltipPosition.TOP, int offset = 2) { opt.SetTooltipInfo(pos, offset, shortDescription, description); }
public virtual void DressOptButtonForTooltip(OptButton opt, Tooltip.TooltipPosition pos, int offset = 10) { opt.SetTooltipInfo(pos, offset, ShortDescription(this.name), Description(this.name)); }