public void closeToolTips() { TooltipTrigger optionA_ToolTip = optionA.GetComponent <TooltipTrigger>(); if (optionA_ToolTip != null) // Set the tooltip text. { optionA_ToolTip.SetText("BodyText", currentEvent.OptionA_ToolTip); } TooltipTrigger optionB_ToolTip = optionB.GetComponent <TooltipTrigger>(); optionA_ToolTip.ForceHideTooltip(); optionB_ToolTip.ForceHideTooltip(); }
public void controlToolTip() { toolTipTrigger = this.GetComponent <TooltipTrigger>(); Debug.Log("Mouse Over Here"); Debug.Log(toolTipTrigger.name); App app = UnityEngine.Object.FindObjectOfType <App>(); int playerIndex = app.GetHumanIndex(); Nation player = State.getNations()[playerIndex]; if (PlayerCalculator.canAddDP(player)) { toolTipTrigger.SetText("BodyText", "Press to gain more Development Points (DP)"); } else { string message = "You requre "; if (player.getNumberResource(MyEnum.Resources.spice) < 1) { message += " 1 more spice "; } if (player.getNumberGood(MyEnum.Goods.paper) < 1) { message += " 1 more paper "; } if (player.getNumberGood(MyEnum.Goods.furniture) < 1) { message += " 1 more furniture "; } // StringBuilder requirements = new StringBuilder(); message += "."; toolTipTrigger.SetText("BodyText", message); } }
////////////////////////////////////////// /// UpdateTooltip() /// Sets the tooltip appropriately based /// on the state of the blessing. ////////////////////////////////////////// private void UpdateTooltip(EffectData i_data) { TooltipTrigger tooltip = gameObject.GetComponent <TooltipTrigger>(); // set the title to the effect's name tooltip.SetText("TitleText", i_data.Name); // the body of the tooltip string strTooltip = StringTableManager.Get("BLESSING_TOOLTIP"); // set the active/inactive state string strStateKey = "STATE_" + m_eState.ToString(); string strState = StringTableManager.Get(strStateKey); strTooltip = DrsStringUtils.Replace(strTooltip, "STATE", strState); // set the description strTooltip = DrsStringUtils.Replace(strTooltip, "BODY", i_data.CombatDesc); // everything has been replaced, now set it tooltip.SetText("BodyText", strTooltip); }
////////////////////////////////////////// /// AddTooltip() /// Adds a tooltip to this ability view /// using the ability's description. ////////////////////////////////////////// private void AddTooltip(AbilityData i_data) { TooltipTrigger tooltipTrigger = gameObject.AddComponent <TooltipTrigger>(); TooltipStyle tooltipStyle = Resources.Load <TooltipStyle>("CleanSimple"); tooltipTrigger.tooltipStyle = tooltipStyle; // Set the tooltip text. tooltipTrigger.SetText("BodyText", i_data.Desc); // Set some extra style properties on the tooltip tooltipTrigger.maxTextWidth = 250; tooltipTrigger.backgroundTint = Color.white; tooltipTrigger.tipPosition = TipPosition.TopRightCorner; }
public void showDecisionPanel(Nation player) { Text optionA_Text = optionA.GetComponentInChildren <Text>(); optionA_Text.text = currentEvent.OptionA_Text; Text optionB_Text = optionB.GetComponentInChildren <Text>(); optionB_Text.text = currentEvent.OptionB_Text; TooltipTrigger optionA_ToolTip = optionA.GetComponent <TooltipTrigger>(); if (optionA_ToolTip != null) // Set the tooltip text. { optionA_ToolTip.SetText("BodyText", currentEvent.OptionA_ToolTip); } TooltipTrigger optionB_ToolTip = optionB.GetComponent <TooltipTrigger>(); if (optionB_ToolTip != null) { optionB_ToolTip.SetText("BodyText", currentEvent.OptionB_ToolTip); } dualDecisionHeadline.text = currentEvent.HeadLine; dualDecisionMessage.text = currentEvent.Message; if (currentEvent.OptionA_Text.Length == 0) { optionA.transform.localScale = new Vector3(0, 0, 0); } else { optionA.transform.localScale = new Vector3(1, 1, 1); } if (currentEvent.OptionB_Text.Length == 0) { optionB.transform.localScale = new Vector3(0, 0, 0); } else { optionB.transform.localScale = new Vector3(1, 1, 1); } eventDecisionTwoPanel.SetActive(true); }
public void UpdateTooltip() { TooltipTrigger.SetText(Status.GetTooltip(Count), Status.GetTooltipHeader(Count)); }