/// <summary>
        /// Creates a `StackableSplitter` directly on
        /// top of this stack and sets its parent to
        /// the canvas.
        /// </summary>
        /// <param name="stack">The `Stackable` to create a `StacakbleSplitter` for</param>
        public static void Create(Stackable stack)
        {
            GameObject stackableSplitterResource = Resources.Load(stackableSplitterPath) as GameObject;
            GameObject stackableSplitterObject   = GameObject.Instantiate(stackableSplitterResource, stack.transform.position, Quaternion.identity) as GameObject;

            stackableSplitterObject.transform.SetParent(CanvasHelper.GetCanvas().transform);
            StackableSplitter stackableSplitter = stackableSplitterObject.GetComponent <StackableSplitter>();

            stackableSplitter.Stack = stack;
        }
示例#2
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        public void Start()
        {
            if (ContainerPrefab == null)
            {
                throw new MissingReferenceException("Container Parent must have a Container Prefab set.");
            }

            GameObject containerObject = GameObject.Instantiate(ContainerPrefab);

            containerObject.transform.SetParent(CanvasHelper.GetCanvas().transform);
            container = containerObject.GetComponent <Container>();

            if (container == null)
            {
                throw new MissingComponentException("Container Prefab must have `Container` component attached.");
            }

            //  don't show by default
            container.Close();
        }
示例#3
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        /// <summary>
        /// Create a new tooltip from passed prefab, with text as
        /// content, and the trigger as the bounds to appear near.
        /// </summary>
        /// <param name="prefab">The `Tooltip` prefab</param>
        /// <param name="text">The text to display in the tooltip</param>
        /// <param name="trigger">The RectTransform that triggered
        /// this tooltip. Will dictate where the tooltip will display
        /// on the canvas</param>
        /// <returns>The `Tooltip` that is created</returns>
        public static Tooltip Create(GameObject prefab, string text, RectTransform trigger)
        {
            Canvas     canvas        = CanvasHelper.GetCanvas();
            GameObject tooltipObject = GameObject.Instantiate(prefab, Vector3.zero, Quaternion.identity) as GameObject;

            tooltipObject.transform.SetParent(canvas.transform);

            //  TODO: if the tooltip is off the screen, reposition
            //  should this be moved elsewhere? In the tooltip itself?
            Vector3 newPosition = trigger.position;

            newPosition.x += (trigger.rect.width * canvas.scaleFactor) / 2;
            newPosition.y += (trigger.rect.height * canvas.scaleFactor) / 2;
            tooltipObject.transform.position = newPosition;

            Tooltip t = tooltipObject.GetComponent <Tooltip>();

            t.Display(text);

            return(t);
        }