Esempio n. 1
0
    /// <summary>
    /// Show generic tooltip
    /// </summary>
    /// <returns></returns>
    IEnumerator ShowTooltip()
    {
        //delay before tooltip kicks in
        yield return(new WaitForSeconds(mouseOverDelay));

        //activate tool tip if mouse still over button
        if (onMouseFlag == true && GameManager.i.inputScript.ModalState == ModalState.Normal)
        {
            //do once
            Vector3 screenPos = transform.position;
            screenPos.y -= 55;
            while (GameManager.i.tooltipGenericScript.CheckTooltipActive() == false)
            {
                tooltipHeader  = GameManager.i.turnScript.GetActionsTooltip();
                tooltipMain    = GameManager.i.turnScript.GetActionAdjustmentTooltip();
                tooltipDetails = GameManager.i.turnScript.GetSecurityMeasureTooltip();
                GenericTooltipData data = new GenericTooltipData()
                {
                    screenPos = screenPos, main = tooltipMain, header = tooltipHeader, details = tooltipDetails
                };
                GameManager.i.tooltipGenericScript.SetTooltip(data);
                yield return(null);
            }

            /*//fade in
             * float alphaCurrent;
             * while (GameManager.instance.tooltipGenericScript.GetOpacity() < 1.0)
             * {
             *  alphaCurrent = GameManager.instance.tooltipGenericScript.GetOpacity();
             *  alphaCurrent += Time.deltaTime / mouseOverFade;
             *  GameManager.instance.tooltipGenericScript.SetOpacity(alphaCurrent);
             *  yield return null;
             * }*/
        }
    }
Esempio n. 2
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    IEnumerator ShowRenownTooltip()
    {
        //delay before tooltip kicks in
        yield return(new WaitForSeconds(mouseOverDelay));

        GenericTooltipData data = null;

        //activate tool tip if mouse still over button
        if (onMouseFlag == true)
        {
            //do once
            while (GameManager.i.tooltipGenericScript.CheckTooltipActive() == false)
            {
                data           = GameManager.i.actorScript.GetPowerPlayerTooltip();
                data.screenPos = transform.position;
                if (data != null)
                {
                    GameManager.i.tooltipGenericScript.SetTooltip(data);
                }
                yield return(null);
            }
            //fade in
            if (data != null)
            {
                float alphaCurrent;
                while (GameManager.i.tooltipGenericScript.GetOpacity() < 1.0)
                {
                    alphaCurrent  = GameManager.i.tooltipGenericScript.GetOpacity();
                    alphaCurrent += Time.deltaTime / mouseOverFade;
                    GameManager.i.tooltipGenericScript.SetOpacity(alphaCurrent);
                    yield return(null);
                }
            }
        }
    }
    IEnumerator ShowGenericTooltip()
    {
        //delay before tooltip kicks in
        yield return(new WaitForSeconds(mouseOverDelay));

        //activate tool tip if mouse still over button
        if (onMouseFlag == true)
        {
            //take into account any user supplied position adjustments (by default will be '0')
            Vector3 position = transform.position;
            position.x += x_offset;
            position.y += y_offset;
            while (GameManager.i.tooltipGenericScript.CheckTooltipActive() == false)
            {
                GenericTooltipData data = new GenericTooltipData()
                {
                    screenPos = position, main = tooltipMain, header = tooltipHeader, details = tooltipDetails, tooltipType = tooltipType
                };
                GameManager.i.tooltipGenericScript.SetTooltip(data);
                yield return(null);
            }

            /*//fade in
             * float alphaCurrent;
             * while (GameManager.instance.tooltipGenericScript.GetOpacity() < 1.0)
             * {
             *  alphaCurrent = GameManager.instance.tooltipGenericScript.GetOpacity();
             *  alphaCurrent += Time.deltaTime / mouseOverFade;
             *  GameManager.instance.tooltipGenericScript.SetOpacity(alphaCurrent);
             *  yield return null;
             * }*/
        }
    }
Esempio n. 4
0
    /// <summary>
    /// Initialise Actor and Player related tooltips
    /// NOTE: Using custom Generic Tooltips here rather than  Help Tooltips due to sequencing issues at startup
    /// </summary>
    public void InitialiseTooltips()
    {
        //player mood UI
        playerMoodTooltip.tooltipHeader = "Mood";
        playerMoodTooltip.tooltipMain   = string.Format("{0}  {1}", GameManager.i.guiScript.opinionIcon, GameManager.Formatt("0 to 3 Stars", ColourType.neutralText));
        string details = string.Format("You will become STRESSED if your mood goes below zero");

        playerMoodTooltip.tooltipDetails = GameManager.Formatt(details, ColourType.moccasinText);
        playerMoodTooltip.y_offset       = 100;
        //player stressed UI
        playerStressedTooltip.tooltipHeader = GameManager.Formatt("Stressed", ColourType.badText);
        playerStressedTooltip.tooltipMain   = GameManager.Formatt("Mood falls below Zero", ColourType.neutralText);
        details = "You can take Stress Leave or Lie Low (Right Click Player pic) to remove. You run the risk of suffering a BREAKDOWN";
        playerStressedTooltip.tooltipDetails = GameManager.Formatt(details, ColourType.moccasinText);
        playerStressedTooltip.y_offset       = 100;
        //actor compatibility
        GenericTooltipData data = GameManager.i.guiScript.GetCompatibilityTooltip();

        if (data != null)
        {
            for (int i = 0; i < 4; i++)
            {
                GenericTooltipUI tooltip = arrayOfCompatibilityTooltips[i];
                if (tooltip != null)
                {
                    tooltip.tooltipHeader  = data.header;
                    tooltip.tooltipMain    = data.main;
                    tooltip.tooltipDetails = data.details;
                    tooltip.tooltipType    = GenericTooltipType.ActorInfo;
                    tooltip.x_offset       = 100;
                    tooltip.y_offset       = 20;
                }
                else
                {
                    Debug.LogWarningFormat("Invalid arrayOfCompatibilityTooltip[{0}] (Null)", i);
                }
            }
        }
        else
        {
            Debug.LogWarningFormat("Invalid GenericTooltipData (Null) for Compatibility tooltip");
        }
    }
Esempio n. 5
0
    /// <summary>
    /// Show generic tooltip
    /// </summary>
    /// <returns></returns>
    IEnumerator ShowTooltip()
    {
        //delay before tooltip kicks in
        yield return(new WaitForSeconds(mouseOverDelay));

        playerSide = GameManager.i.sideScript.PlayerSide;
        //activate tool tip if mouse still over button
        if (onMouseFlag == true)
        {
            //do once
            Vector3 screenPos = transform.position;
            screenPos.y -= 55;
            while (GameManager.i.tooltipGenericScript.CheckTooltipActive() == false)
            {
                tooltipHeader  = string.Format("{0} <size=115%>Approval</size>", GameManager.i.hqScript.GetHqName(playerSide));
                tooltipMain    = GameManager.i.hqScript.GetHqApprovalLevel(playerSide);
                tooltipDetails = GameManager.i.hqScript.GetHqDetails(playerSide, true);
                GenericTooltipData data = new GenericTooltipData()
                {
                    screenPos = screenPos, main = tooltipMain, header = tooltipHeader, details = tooltipDetails
                };
                GameManager.i.tooltipGenericScript.SetTooltip(data);
                yield return(null);
            }

            /*//fade in
             * float alphaCurrent;
             * while (GameManager.instance.tooltipGenericScript.GetOpacity() < 1.0)
             * {
             *  alphaCurrent = GameManager.instance.tooltipGenericScript.GetOpacity();
             *  alphaCurrent += Time.deltaTime / mouseOverFade;
             *  GameManager.instance.tooltipGenericScript.SetOpacity(alphaCurrent);
             *  yield return null;
             * }*/
        }
    }
    /// <summary>
    /// Show generic tooltip
    /// </summary>
    /// <returns></returns>
    IEnumerator ShowTooltip()
    {
        //delay before tooltip kicks in
        yield return(new WaitForSeconds(mouseOverDelay));

        //activate tool tip if mouse still over button
        if (onMouseFlag == true && GameManager.i.inputScript.ModalState == ModalState.Normal)
        {
            //do once
            Vector3 screenPos = transform.position;
            screenPos.x -= 280;
            screenPos.y -= 90;
            while (GameManager.i.tooltipGenericScript.CheckTooltipActive() == false && GameManager.i.guiScript.CheckIsBlocked() == false)
            {
                tooltipHeader  = string.Format("{0}{1}", GameManager.i.cityScript.GetCityNameFormatted(), GameManager.i.cityScript.GetCityArcFormatted());
                tooltipMain    = GameManager.i.cityScript.GetCityDescriptionFormatted();
                tooltipDetails = GameManager.i.cityScript.GetCityDetails();
                GenericTooltipData data = new GenericTooltipData()
                {
                    screenPos = screenPos, main = tooltipMain, header = tooltipHeader, details = tooltipDetails
                };
                GameManager.i.tooltipGenericScript.SetTooltip(data);
                yield return(null);
            }

            /*//fade in
             * float alphaCurrent;
             * while (GameManager.instance.tooltipGenericScript.GetOpacity() < 1.0)
             * {
             *  alphaCurrent = GameManager.instance.tooltipGenericScript.GetOpacity();
             *  alphaCurrent += Time.deltaTime / mouseOverFade;
             *  GameManager.instance.tooltipGenericScript.SetOpacity(alphaCurrent);
             *  yield return null;
             * }*/
        }
    }
Esempio n. 7
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    /// <summary>
    /// Initialise Generic Tool tip. General Purpose. Can take one to three text segments and auto divides them as necessary.
    /// Unique to the Generic tool tip, colours are set by the calling method
    /// </summary>
    public void SetTooltip(GenericTooltipData data)
    {
        //open panel at start
        tooltipGenericCanvas.gameObject.SetActive(true);
        tooltipGenericObject.SetActive(true);
        genericText.gameObject.SetActive(true);
        genericHeader.gameObject.SetActive(false);
        genericDetail.gameObject.SetActive(false);
        dividerTop.gameObject.SetActive(false);
        dividerBottom.gameObject.SetActive(false);

        /*//set opacity to zero (invisible)
         * SetOpacity(0f);*/
        //set state of all items in tooltip window
        genericText.text = data.main;

        //header
        if (string.IsNullOrEmpty(data.header) == false)
        {
            genericHeader.text = data.header;
            genericHeader.gameObject.SetActive(true);
            dividerTop.gameObject.SetActive(true);
        }
        //details
        if (string.IsNullOrEmpty(data.details) == false)
        {
            genericDetail.text = data.details;
            genericDetail.gameObject.SetActive(true);
            dividerBottom.gameObject.SetActive(true);
        }
        //type
        tooltipType = data.tooltipType;
        //update rectTransform to get a correct height as it changes every time with the dynamic menu resizing depending on number of buttons
        Canvas.ForceUpdateCanvases();
        rectTransform = tooltipGenericObject.GetComponent <RectTransform>();
        //get dimensions of dynamic tooltip
        float width     = rectTransform.rect.width;
        float height    = rectTransform.rect.height;
        float halfWidth = width * 0.5f;

        //place tooltip adjacent to the button
        data.screenPos.y -= height / 4;
        if (data.screenPos.y + height >= Screen.height)
        {
            data.screenPos.y -= (data.screenPos.y + height - Screen.height) + offset;
        }
        //to the right
        if (data.screenPos.x + width >= Screen.width)
        {
            data.screenPos.x -= (width * 2 + data.screenPos.x - Screen.width);
            /*data.screenPos.x -= (data.screenPos.x + width - Screen.width - width / 4);*/
        }

        /*else if (screenPos.x - width <= 0)
         * { screenPos.x += width - screenPos.x; }*/

        //minimum position of tooltip from Left Hand side is half width
        else if (data.screenPos.x <= halfWidth)
        {
            data.screenPos.x = halfWidth;
        }
        else
        {
            data.screenPos.x += width / 4;
        }                                       //never applies, dead code

        //set new position
        tooltipGenericObject.transform.position = data.screenPos;
        Debug.LogFormat("[UI] TooltipGeneric.cs -> SetTooltip{0}", "\n");
    }
Esempio n. 8
0
    /// <summary>
    /// tooltip coroutine
    /// </summary>
    /// <returns></returns>
    private IEnumerator ShowTooltip()
    {
        float alphaCurrent;

        //delay before tooltip kicks in
        yield return(new WaitForSeconds(mouseOverDelay));

        //activate tool tip if mouse still over node
        if (onMouseFlag == true)
        {
            switch (menuType)
            {
            case ActionMenuType.Node:
            case ActionMenuType.NodeGear:
                //need to regularly update node details, rather than just at game start
                nodeObject = GameManager.i.dataScript.GetNodeObject(nodeID);
                if (nodeObject != null)
                {
                    node = nodeObject.GetComponent <Node>();
                }
                //do once
                while (GameManager.i.tooltipNodeScript.CheckTooltipActive() == false)
                {
                    List <string> activeList = new List <string>();
                    switch (GameManager.i.turnScript.currentSide.level)
                    {
                    case 1:
                        //Authority
                        activeList = GameManager.i.dataScript.GetActiveContactsAtNodeAuthority(nodeID);
                        break;

                    case 2:
                        activeList = GameManager.i.dataScript.GetActiveContactsAtNodeResistance(nodeID);
                        break;
                    }
                    List <EffectDataTooltip> effectsList = node.GetListOfOngoingEffectTooltips();
                    List <string>            targetList  = GameManager.i.targetScript.GetTargetTooltip(node.targetName, node.isTargetKnown);
                    List <string>            teamList    = new List <string>();
                    List <Team> listOfTeams = node.GetListOfTeams();
                    if (listOfTeams.Count > 0)
                    {
                        foreach (Team team in listOfTeams)
                        {
                            teamList.Add(string.Format("{0} team", team.arc.name));
                        }
                    }
                    //adjust position prior to sending (rectTransform is in World units)
                    Vector3 positionNode = rectTransform.position;
                    positionNode.x += 150;
                    positionNode.y -= 125;
                    positionNode    = Camera.main.ScreenToWorldPoint(positionNode);

                    NodeTooltipData nodeTooltip = new NodeTooltipData()
                    {
                        nodeName              = node.nodeName,
                        type                  = string.Format("{0} ID {1}", node.Arc.name, nodeID),
                        arrayOfStats          = new int[] { node.Stability, node.Support, node.Security },
                        listOfContactsCurrent = activeList,
                        listOfEffects         = effectsList,
                        listOfTeams           = teamList,
                        listOfTargets         = targetList,
                        tooltipPos            = positionNode
                    };
                    GameManager.i.tooltipNodeScript.SetTooltip(nodeTooltip);
                    yield return(null);
                }
                //fade in
                while (GameManager.i.tooltipNodeScript.GetOpacity() < 1.0)
                {
                    alphaCurrent  = GameManager.i.tooltipNodeScript.GetOpacity();
                    alphaCurrent += Time.deltaTime / mouseOverFade;
                    GameManager.i.tooltipNodeScript.SetOpacity(alphaCurrent);
                    yield return(null);
                }
                break;

            case ActionMenuType.Gear:
                Gear gear = GameManager.i.dataScript.GetGear(gearName);
                if (gear != null)
                {
                    GenericTooltipDetails details = GameManager.i.gearScript.GetGearTooltip(gear);
                    if (details != null)
                    {
                        //do once
                        while (GameManager.i.tooltipGenericScript.CheckTooltipActive() == false)
                        {
                            //adjust position prior to sending
                            Vector3            positionGear = rectTransform.position;
                            GenericTooltipData data         = new GenericTooltipData()
                            {
                                screenPos = positionGear, main = details.textMain, header = details.textHeader, details = details.textDetails
                            };
                            GameManager.i.tooltipGenericScript.SetTooltip(data);
                            yield return(null);

                            //fade in
                            while (GameManager.i.tooltipGenericScript.GetOpacity() < 1.0)
                            {
                                alphaCurrent  = GameManager.i.tooltipGenericScript.GetOpacity();
                                alphaCurrent += Time.deltaTime / mouseOverFade;
                                GameManager.i.tooltipGenericScript.SetOpacity(alphaCurrent);
                                yield return(null);
                            }
                        }
                    }
                }
                break;

            case ActionMenuType.Actor:
                GlobalSide side  = GameManager.i.sideScript.PlayerSide;
                Actor      actor = GameManager.i.dataScript.GetCurrentActor(actorSlotID, side);
                if (actor != null)
                {
                    //do once
                    while (GameManager.i.tooltipActorScript.CheckTooltipActive() == false)
                    {
                        //adjust position prior to sending
                        Vector3 positionActor = rectTransform.position;
                        positionActor.x += 70;
                        positionActor.y -= 100;
                        ActorTooltipData actorTooltip = actor.GetTooltipData(positionActor);
                        GameManager.i.tooltipActorScript.SetTooltip(actorTooltip, actor.slotID);
                        yield return(null);

                        //fade in
                        while (GameManager.i.tooltipActorScript.GetOpacity() < 1.0)
                        {
                            alphaCurrent  = GameManager.i.tooltipActorScript.GetOpacity();
                            alphaCurrent += Time.deltaTime / mouseOverFade;
                            GameManager.i.tooltipActorScript.SetOpacity(alphaCurrent);
                            yield return(null);
                        }
                    }
                }
                break;

            case ActionMenuType.Player:
                //do once
                while (GameManager.i.tooltipPlayerScript.CheckTooltipActive() == false)
                {
                    //adjust position prior to sending
                    Vector3 positionPlayer = rectTransform.position;
                    positionPlayer.x += 70;
                    positionPlayer.y -= 100;
                    GameManager.i.tooltipPlayerScript.SetTooltip(positionPlayer);
                    yield return(null);

                    //fade in
                    while (GameManager.i.tooltipPlayerScript.GetOpacity() < 1.0)
                    {
                        alphaCurrent  = GameManager.i.tooltipPlayerScript.GetOpacity();
                        alphaCurrent += Time.deltaTime / mouseOverFade;
                        GameManager.i.tooltipPlayerScript.SetOpacity(alphaCurrent);
                        yield return(null);
                    }
                }
                break;
            }
        }
    }