public void Setup(float fSeconds, string strText) { Vector2 size = base.transform.parent.GetComponent <dfPanel>().Size; dfPanel component = base.GetComponent <dfPanel>(); Vector2 vector2 = this.labelText.Font.MeasureText(strText, this.labelText.FontSize, this.labelText.FontStyle); this.labelText.Width = vector2.x + 16f; Vector3 relativePosition = this.labelText.RelativePosition; component.Width = relativePosition.x + this.labelText.Width + 8f; Vector2 vector21 = new Vector2() { x = size.x + UnityEngine.Random.Range(-16f, 16f), y = size.y * 0.7f + UnityEngine.Random.Range(-16f, 16f) }; vector21.y = vector21.y + ((float)PopupInventory.iYPos / 6f - 0.5f) * size.y * 0.2f; component.RelativePosition = vector21; PopupInventory.iYPos = PopupInventory.iYPos + 1; if (PopupInventory.iYPos > 5) { PopupInventory.iYPos = 0; } Vector3 endValue = this.tweenOut.EndValue; endValue.y = UnityEngine.Random.Range(-100f, 100f); this.tweenOut.EndValue = endValue; component.BringToFront(); this.labelText.Text = strText; base.Invoke("PlayOut", fSeconds); }
/// <summary> /// Displays the drag cursor, which will follow the mouse until hidden /// </summary> /// <param name="sprite">The sprite to display in the drag cursor</param> /// <param name="position">The initial position of the drag cursor</param> /// <param name="offset">The mouse offset within the dragged object</param> public static void Show(SpellDefinition spell) { if (spell == null) { Hide(); return; } // Assign label text, which will internally recalculate the label's Size _name.Text = spell.Name; _info.Text = spell.Description; // Resize this control to match the size of the contents var labelHeight = _info.RelativePosition.y + _info.Size.y; _panel.Height = labelHeight; // The tooltip should appear above the mouse _cursorOffset = new Vector2(0, labelHeight + 10); // Display the base panel _panel.Show(); _panel.BringToFront(); // Call the update function to position the tooltip _instance.Update(); }
public void Setup(float fSeconds, string strText) { Vector2 vector3; Vector2 size = base.transform.parent.GetComponent <dfPanel>().Size; dfPanel component = base.GetComponent <dfPanel>(); Vector2 vector2 = this.labelText.Font.MeasureText(strText, this.labelText.FontSize, this.labelText.FontStyle); this.labelText.Width = vector2.x + 16f; component.Width = (this.labelText.RelativePosition.x + this.labelText.Width) + 8f; vector3 = new Vector2 { x = size.x + UnityEngine.Random.Range((float)-16f, (float)16f), y = (size.y * 0.7f) + UnityEngine.Random.Range((float)-16f, (float)16f), y = vector3.y + ((((((float)iYPos) / 6f) - 0.5f) * size.y) * 0.2f) }; component.RelativePosition = (Vector3)vector3; iYPos++; if (iYPos > 5) { iYPos = 0; } Vector3 endValue = this.tweenOut.EndValue; endValue.y = UnityEngine.Random.Range((float)-100f, (float)100f); this.tweenOut.EndValue = endValue; component.BringToFront(); this.labelText.Text = strText; base.Invoke("PlayOut", fSeconds); }
public void Setup(float fSeconds, string strIcon, string strText) { Vector2 size = base.transform.parent.GetComponent <dfPanel>().Size; dfPanel component = base.GetComponent <dfPanel>(); Vector2 vector2 = this.labelText.Font.MeasureText(strText, this.labelText.FontSize, this.labelText.FontStyle); this.labelText.Width = vector2.x + 16f; component.Width = (this.labelText.RelativePosition.x + this.labelText.Width) + 8f; Vector2 vector3 = new Vector2 { x = ((size.x - component.Width) / 2f) + UnityEngine.Random.Range((float)-32f, (float)32f), y = (component.Height * -1f) + UnityEngine.Random.Range((float)-32f, (float)32f) }; component.RelativePosition = (Vector3)vector3; this.labelIcon.Text = strIcon; this.labelText.Text = strText; component.BringToFront(); base.Invoke("PlayOut", fSeconds); }
public void SetVisible(bool visible) { this.entryLabel.Text = (!this.changingEntry ? "Password:"******"New Password:"); dfPanel component = base.GetComponent <dfPanel>(); if (!visible) { component.Hide(); this.passwordInput.Unfocus(); } else { component.Show(); component.BringToFront(); this.passwordInput.Text = string.Empty; this.passwordInput.Focus(); } base.gameObject.SetActive(visible); }