/// <summary>Resets the tooltip for this equipment item. Call this function anytime the stats of the item change.</summary> public void ResetTooltip() { // If this item is equipped, turn off the Equipped Item section of the tooltip. if (isEquipped) { TooltipTrigger.TurnSectionOff("EquippedItem"); } else { TooltipTrigger.TurnSectionOn("EquippedItem"); // Get a list of all the currently equipped items on the character. In reality, you would probably keep this list elsewhere, // but we're just querying the items here to keep it simple. EquipmentItem[] equipmentItems = FindObjectsOfType <EquipmentItem>(); for (int i = 0; i < equipmentItems.Length; i++) { if (equipmentItems[i].isEquipped && equipmentItems[i].itemType == itemType) { TooltipTrigger.SetText("EquippedName", equipmentItems[i].itemName); Image equippedImage = equipmentItems[i].GetComponent <Image>(); TooltipTrigger.SetImage("EquippedItemImage", equippedImage.sprite); TooltipTrigger.SetText("EquippedStats", GetStatsText(equipmentItems[i])); TooltipTrigger.SetText("EquippedValue", String.Format("<color=#888888>VALUE: </color> <size=14>{0}</size>", equipmentItems[i].value.ToString("##,000"))); break; } } } // Set the Rarity colors string rarityColor = "bbbbbb"; // Default "Common" gray color. switch (rarity) { case Rarity.Rare: rarityColor = "FFC924"; // Amber color for "Rare". break; case Rarity.Uncommon: rarityColor = "25ff00"; // Green color for "Uncommon". break; } TooltipTrigger.SetText("TitleText", String.Format("{0} ({1})", itemName, itemType)); TooltipTrigger.SetText("Stats", GetStatsText(this)); TooltipTrigger.SetText("Description", "<b>NOTE:</b> This tooltip is dynamically populated at runtime with values from the item!"); TooltipTrigger.SetText("Value", String.Format("<color=#888888>VALUE: </color> <size=16>{0}</size>", value.ToString("##,000"))); TooltipTrigger.SetText("Rarity", String.Format("<color=#{0}>{1} {2}</color>", rarityColor, rarity, itemType)); TooltipTrigger.SetImage("ItemImage", Image.sprite); }