public void OnPointerEnter(PointerEventData eventData) { if (item != null) { tooltip.Activate(item); } }
public void OnPointerEnter(PointerEventData eventData) { if (!inventoryManager.dragging) { toolTip.Activate(this); } }
/// <summary> /// /// </summary> public void ActivateToolTip(ItemData item) { GUI_Panel_ToolTip.gameObject.SetActive(true); GUI_Panel_ToolTip.Activate(item); StartCoroutine(GUI_Panel_ToolTip.UpdateCount()); if (Input.mousePosition.x > Screen.width / 2) { ChangePivot(1); } if (Input.mousePosition.x < Screen.width / 2) { ChangePivot(0); } GUI_Panel_ToolTip.transform.position = item.transform.position; }
void OnMouseMove(object sender, MouseEventArgs e) { SkillUI sUI = GetSkillOnMouse(e.Location); // lovely function already accounts for scrolling if (sUI == null) { SelectedSkillUI = null; ToolTip.Deactivate(); return; // they moused nothing } // the mouse is now officially hovering over a skill Point ptSkillLoc = GetScrolledGridLocation(sUI.XGrid, sUI.YGrid); ptSkillLoc.X += m_nIconSize; ToolTip.Activate(sUI.Skill, ptSkillLoc); // dont redraw for no reason if (SelectedSkillUI != sUI) { SelectedSkillUI = sUI; } }
public void OnPointerEnter(PointerEventData eventData) { toolTip.Activate(item); }
public void OnPointerEnter(PointerEventData eventData) { toolTip.Activate(inventoryModel); }