public void OnPointerEnter(PointerEventData eventData) //마우스가 해당 아이템안에 들어갔을때 tooltip의 GenerateTootip을 호출하여 해당 tooltip정보를 보여줌 { if (this.item != null) { tooltip.GenerateTooltip(this.item); } }
public void OnPointerEnter(PointerEventData eventData) { if (this.item != null) { tooltip.GenerateTooltip(item); } }
public void OnPointerEnter(PointerEventData eventData) { if (this.avatar != null) { tooltip.GenerateTooltip(this.avatar); } }
// function is called by IPointerEnterHandler whenever a user mouses over an item public void OnPointerEnter(PointerEventData eventData) { if (GameMenu.instance.showStatusTooltip.isOn) { tooltip.GenerateTooltip(gameObject.name); // calls function to generate and display tooltip based on name of stat label } }
public void OnPointerEnter(PointerEventData eventData) { //loads up the tooltip if the mouse goes over the icon in the inventory panel if (this.item != null) { tooltip.GenerateTooltip(this.item); } }
public void OnPointerClick(PointerEventData eventData) { if (item != null) { Debug.Log("click1: " + this.item.id + " name: " + gameObject.name); tooltip.GenerateTooltip(item); } }
public void OnPointerEnter(PointerEventData eventData) { if (playerImage.sprite.name != "Empty" && selectedPlayer.sprite.name == "Empty") // checks if sprite portrait is not empty and selected player is empty { //Debug.Log("playerImage sprite name = " + playerImage.sprite.name); // prints player name notice to debug log CharStats player = GameMenu.instance.FindPlayerStats(playerImage.sprite.name); // pulls reference to player stats based on sprite name //Debug.Log("Generating tooltip for " + player.charName); // prints tooltip notice to debug log tooltip.GenerateTooltip(player); // calls function to generate tooltip based on player stats } }
public void UpdateTooltip(ItemData item) { if (item != null && grabbedItem.item == null) { tooltip.GenerateTooltip(item); } else { tooltip.gameObject.SetActive(false); } }
// function is called by IPointerEnterHandler whenever a user mouses over an item public void OnPointerEnter(PointerEventData eventData) { if (buttonImage.gameObject.activeInHierarchy) // check if item button image is active in hierarchy, meaning item isn't { Item item = null; // creates local item variable to store passed item if (GameManager.instance.gameMenuOpen || GameManager.instance.battleActive || Shop.instance.sellMenu.activeInHierarchy) // checks if game menu, battle menu, or shop sell window are open, since all pull from character inventory { item = GameManager.instance.GetItemDetails(GameManager.instance.itemsHeld[buttonValue]); // calls GetItemDetails function to pull item from itemsHeld array at button location } else if (/*GameManager.instance.shopActive*/ Shop.instance.buyMenu.activeInHierarchy) // checks if shop buy window is open { item = GameManager.instance.GetItemDetails(Shop.instance.itemsForSale[buttonValue]); // calls GetItemDetails function to pull item from itemsForSale array at button location } tooltip.GenerateTooltip(item); // calls function to generate and display tooltip based on passed item } }