public void MoveInstructionScrollLower() { //Make it the 'top' element InstructionBubbleObj.transform.SetAsLastSibling(); //Move it RectTransform rectTransform = InstructionBubbleObj.GetComponent <RectTransform>(); Vector2 pos = new Vector3(0.85f, 0.25f); pos = Camera.main.ViewportToScreenPoint(pos); InstructionBubbleObj.transform.DOMove(pos, 2f, false); }
public void PreviousInstructionText() { if (activePage - 1 >= 0) { instructionTextBox.text = instructionText[--activePage]; //Modify size of instruction bubble InstructionBubbleObj.GetComponent <InstructionBubbleSizing>().UpdateSize(); OnInstruct(); } }
public void HideBubble() { if (InstructionBubbleObj != null) { InstructionBubbleObj.SetActive(false); } if (ExpositionBubbleObj != null) { ExpositionBubbleObj.SetActive(false); } Instruction = false; }
public void Init(GameObject itemToTarget, bool CanvasElement, Canvas canvasToApply) { HideBubble(); activePage = 0; canvasElement = CanvasElement; targetObj = itemToTarget; canvasRectTransform = canvasToApply.GetComponent <RectTransform>(); //Debug.Log("Setting exposition to active"); /* * Link all variables. Really dirty right now */ ExpositionBubbleObj = Instantiate(expositionBubblePrefab, canvasToApply.transform); InstructionBubbleObj = Instantiate(instructionBubblePrefab, canvasToApply.transform); tutorialRuneObj = Instantiate(TutorialRunePrefab, canvasToApply.transform); nextButton = ExpositionBubbleObj.transform.GetChild(1).GetComponent <Button>(); exitButton = ExpositionBubbleObj.transform.GetChild(2).GetComponent <Button>(); expositionTextBox = ExpositionBubbleObj.transform.GetChild(0).GetComponent <TextMeshProUGUI>(); instructionTextBox = InstructionBubbleObj.transform.GetChild(0).GetComponent <TextMeshProUGUI>(); expositionTextBox.text = informationTextToDisplay[activePage]; ExpositionBubbleObj.SetActive(true); InstructionBubbleObj.SetActive(false); tutorialRuneObj.SetActive(false); Instruction = false; nextButton.onClick.AddListener(NextText); //Modify size of exposition bubble ExpositionBubbleObj.GetComponent <ExpositionBubbleSizing>().UpdateSize(); //clear old events if (onInstruction != null) { Delegate[] clientList = onInstruction.GetInvocationList(); foreach (var d in onInstruction.GetInvocationList()) { onInstruction -= (d as Instruct); } } //Add listener exitButton.onClick.AddListener(delegate { ShowInstructionBubbleNextTo(instructionText); }); //Set position to middle of screen Vector2 defaultPos = new Vector2(0.5f, 0.5f); ExpositionBubbleObj.transform.position = Camera.main.ViewportToScreenPoint(defaultPos); UpdateCloser(); }
public void ShowInstructionBubbleNextTo(List <string> instructions) { //Debug.Log("Showing instruction bubble and canvasElement is " + canvasElement); if (instructions == null) { HideBubble(); return; } activePage = 0; Instruction = true; //Debug.Log(instructions.Count + " is instruction length"); instructionTextBox.text = instructions[activePage]; Vector2 pos = new Vector2(0f, 0f); RectTransform rectTransform = InstructionBubbleObj.GetComponent <RectTransform>(); //Need to manage canvas vs normal gameObjects if (targetObj != null) { if (canvasElement) { pos = Camera.main.ScreenToViewportPoint(targetObj.transform.position); //Debug.Log("pos = " + pos); pos = ModifyPosition(pos); pos = Camera.main.ViewportToScreenPoint(pos); InstructionBubbleObj.transform.position = pos; } else { pos = Camera.main.WorldToViewportPoint(targetObj.transform.position); //Debug.Log("pos = " + pos); pos = ModifyPosition(pos); //Debug.Log("Modified pos = " + pos); pos = Camera.main.ViewportToScreenPoint(pos); //Debug.Log("Final pos = " + pos); InstructionBubbleObj.transform.position = pos; //InstructionBubbleObj.GetComponent<RectTransform>().anchoredPosition = pos; } } InstructionBubbleObj.SetActive(true); ExpositionBubbleObj.SetActive(false); //Put tutorial indicator over item tutorialRuneObj.GetComponent <TutorialRuneIndicator>().SetPosition(targetObj, canvasElement); tutorialRuneObj.SetActive(true); OnInstruct(); }
public void NextInstructionText() { //Need to destroy the indicator as changing the instruction means changing its location. Right now it is easier //To instantiate the indicator within the inventory than through the instruction bubble if (tutorialRuneObj != null) { Destroy(tutorialRuneObj); } if (activePage + 1 < instructionText.Count) { instructionTextBox.text = instructionText[++activePage]; //Modify size of instruction bubble InstructionBubbleObj.GetComponent <InstructionBubbleSizing>().UpdateSize(); OnInstruct(); } }