Пример #1
0
    void OnPointerEnterDelegate(PointerEventData data, int buttonNum)
    {
        if (buttonNum > playerInventory.inventory.Count)
        {
            floatingToolTip.ResetText();
            tipText.ResetToolTipText();
            return;
        }
        tipText.SetToolTipItemIndex(buttonNum);
        string tempString = "";

        switch (playerInventory.inventory[buttonNum].itemType)
        {
        case Item.ItemType.Armor:
            tempString = "<size=10><b><color=red>Equip</color></b> To <color=green>Body</color></size>";
            break;

        case Item.ItemType.Attachment:
            tempString = "<size=10><b><color=red>Equip</color></b> To A <color=blue>Weapon</color></size>";
            break;

        case Item.ItemType.Consumable:
            tempString = "<size=10><b><color=red>Use</color></b></size>";
            break;
        }
        floatingToolTip.SetToolTipText("<b><color=navy><size=13>" + playerInventory.inventory[buttonNum].itemName + "</size></color></b>" + "\n\n" + tempString);
    }
Пример #2
0
    private void OnPointerEnterDelegate(int buttonNumber)
    {
        if (buttonNumber - 1 > consumablesInInventory.Count)
        {
            floatingToolTip.ResetText();
            toolTipText.ResetToolTipText();
            return;
        }
        string tempString = "<b><color=navy><size=13>" + consumablesInInventory[buttonNumber].itemName + "</size></color></b>\n\n" + "<b><color=red>Use</color></b>";

        floatingToolTip.SetToolTipText(tempString);
        toolTipText.SetToolTipItemIndex(indexOfConsum[buttonNumber]);
    }
    void OnPointerEnterDelegate(int buttonNumber)
    {
        if (buttonNumber > armorInInventory.Count)
        {
            floatingToolTip.ResetText();
            toolTipText.ResetToolTipText();
            return;
        }
        string placementString = "";

        switch (armorInInventory[buttonNumber].armorType)
        {
        case Armor.ArmorType.Arms:
            placementString = "Arms";
            break;

        case Armor.ArmorType.Chest:
            placementString = "Chest";
            break;

        case Armor.ArmorType.Feet:
            placementString = "Feet";
            break;

        case Armor.ArmorType.Hands:
            placementString = "Hands";
            break;

        case Armor.ArmorType.Head:
            placementString = "Head";
            break;

        case Armor.ArmorType.Legs:
            placementString = "Legs";
            break;
        }
        string tempString = "<b><color=navy><size=13>" + armorInInventory[buttonNumber].itemName + "</size></color></b>\n\n" + "<b><color=red>Equip</color></b> to <color=green>" + placementString + "</color>";

        floatingToolTip.SetToolTipText(tempString);
        toolTipText.SetToolTipItemIndex(indexOfArmor[buttonNumber]);
    }
    void OnPointerEnterDelegate(PointerEventData data, int buttonNumber)
    {
        if (buttonNumber > chestContents.contents.Count - 1)
        {
            floatingToolTip.ResetText();
            toolTipText.ResetToolTipText();
            return;
        }

        floatingToolTip.SetToolTipText(chestContents.contents[buttonNumber].itemName);
        toolTipText.SetToolTipFromChest(buttonNumber);
    }