parent
e1e48e7514
commit
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@ -7,7 +7,8 @@ namespace UnityEngine.UI.Extensions
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{
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public class HexRGB : MonoBehaviour
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{
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public Text textColor;
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// Unity 5.1/2 needs an InputFiled vs grabbing the text component
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public InputField hexInput;
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public HSVPicker hsvpicker;
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@ -15,7 +16,7 @@ namespace UnityEngine.UI.Extensions
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{
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Color color = hsvpicker.currentColor;
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string hex = ColorToHex(color);
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textColor.text = hex;
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hexInput.text = hex;
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}
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public static string ColorToHex(Color color)
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@ -28,8 +29,7 @@ namespace UnityEngine.UI.Extensions
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public void ManipulateViaHex2RGB()
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{
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string hex = textColor.text;
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string hex = hexInput.text;
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Vector3 rgb = Hex2RGB(hex);
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Color color = NormalizeVector4(rgb, 255f, 1f); print(rgb);
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@ -0,0 +1,5 @@
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fileFormatVersion: 2
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guid: a0789c2f62bad6b4c800a3dc502fa18e
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folderAsset: yes
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DefaultImporter:
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userData:
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: f7d3d69aa5226dc4493464d3b5e4ddc3
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guid: 08b9f423b73fdfb47b59e7de89863600
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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@ -0,0 +1,227 @@
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using System;
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using UnityEngine.Serialization;
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namespace UnityEngine.EventSystems
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{
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[AddComponentMenu("Event/GamePad Input Module")]
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public class GamePadInputModule : BaseInputModule
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{
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private float m_PrevActionTime;
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Vector2 m_LastMoveVector;
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int m_ConsecutiveMoveCount = 0;
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protected GamePadInputModule()
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{}
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[SerializeField]
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private string m_HorizontalAxis = "Horizontal";
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/// <summary>
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/// Name of the vertical axis for movement (if axis events are used).
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/// </summary>
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[SerializeField]
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private string m_VerticalAxis = "Vertical";
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/// <summary>
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/// Name of the submit button.
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/// </summary>
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[SerializeField]
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private string m_SubmitButton = "Submit";
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/// <summary>
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/// Name of the submit button.
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/// </summary>
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[SerializeField]
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private string m_CancelButton = "Cancel";
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[SerializeField]
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private float m_InputActionsPerSecond = 10;
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[SerializeField]
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private float m_RepeatDelay = 0.5f;
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public float inputActionsPerSecond
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{
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get { return m_InputActionsPerSecond; }
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set { m_InputActionsPerSecond = value; }
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}
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public float repeatDelay
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{
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get { return m_RepeatDelay; }
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set { m_RepeatDelay = value; }
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}
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/// <summary>
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/// Name of the horizontal axis for movement (if axis events are used).
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/// </summary>
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public string horizontalAxis
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{
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get { return m_HorizontalAxis; }
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set { m_HorizontalAxis = value; }
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}
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/// <summary>
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/// Name of the vertical axis for movement (if axis events are used).
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/// </summary>
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public string verticalAxis
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{
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get { return m_VerticalAxis; }
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set { m_VerticalAxis = value; }
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}
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public string submitButton
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{
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get { return m_SubmitButton; }
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set { m_SubmitButton = value; }
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}
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public string cancelButton
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{
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get { return m_CancelButton; }
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set { m_CancelButton = value; }
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}
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public override bool ShouldActivateModule()
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{
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if (!base.ShouldActivateModule())
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return false;
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var shouldActivate = true;
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shouldActivate |= Input.GetButtonDown(m_SubmitButton);
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shouldActivate |= Input.GetButtonDown(m_CancelButton);
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shouldActivate |= !Mathf.Approximately(Input.GetAxisRaw(m_HorizontalAxis), 0.0f);
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shouldActivate |= !Mathf.Approximately(Input.GetAxisRaw(m_VerticalAxis), 0.0f);
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return shouldActivate;
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}
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public override void ActivateModule()
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{
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StandaloneInputModule StandAloneSystem = GetComponent<StandaloneInputModule>();
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if (StandAloneSystem && StandAloneSystem.enabled)
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{
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Debug.LogError("StandAloneInputSystem should not be used with the GamePadInputModule, " +
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"please remove it from the Event System in this scene or disable it when this module is in use");
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}
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base.ActivateModule();
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var toSelect = eventSystem.currentSelectedGameObject;
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if (toSelect == null)
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toSelect = eventSystem.firstSelectedGameObject;
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eventSystem.SetSelectedGameObject(toSelect, GetBaseEventData());
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}
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public override void DeactivateModule()
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{
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base.DeactivateModule();
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}
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public override void Process()
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{
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bool usedEvent = SendUpdateEventToSelectedObject();
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if (eventSystem.sendNavigationEvents)
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{
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if (!usedEvent)
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usedEvent |= SendMoveEventToSelectedObject();
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if (!usedEvent)
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SendSubmitEventToSelectedObject();
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}
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}
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/// <summary>
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/// Process submit keys.
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/// </summary>
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protected bool SendSubmitEventToSelectedObject()
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{
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if (eventSystem.currentSelectedGameObject == null)
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return false;
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var data = GetBaseEventData();
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if (Input.GetButtonDown(m_SubmitButton))
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ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.submitHandler);
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if (Input.GetButtonDown(m_CancelButton))
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ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.cancelHandler);
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return data.used;
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}
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private Vector2 GetRawMoveVector()
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{
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Vector2 move = Vector2.zero;
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move.x = Input.GetAxisRaw(m_HorizontalAxis);
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move.y = Input.GetAxisRaw(m_VerticalAxis);
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if (Input.GetButtonDown(m_HorizontalAxis))
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{
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if (move.x < 0)
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move.x = -1f;
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if (move.x > 0)
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move.x = 1f;
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}
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if (Input.GetButtonDown(m_VerticalAxis))
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{
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if (move.y < 0)
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move.y = -1f;
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if (move.y > 0)
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move.y = 1f;
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}
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return move;
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}
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/// <summary>
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/// Process events.
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/// </summary>
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protected bool SendMoveEventToSelectedObject()
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{
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float time = Time.unscaledTime;
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Vector2 movement = GetRawMoveVector();
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if (Mathf.Approximately(movement.x, 0f) && Mathf.Approximately(movement.y, 0f))
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{
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m_ConsecutiveMoveCount = 0;
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return false;
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}
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// If user pressed key again, always allow event
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bool allow = Input.GetButtonDown(m_HorizontalAxis) || Input.GetButtonDown(m_VerticalAxis);
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bool similarDir = (Vector2.Dot(movement, m_LastMoveVector) > 0);
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if (!allow)
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{
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// Otherwise, user held down key or axis.
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// If direction didn't change at least 90 degrees, wait for delay before allowing consequtive event.
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if (similarDir && m_ConsecutiveMoveCount == 1)
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allow = (time > m_PrevActionTime + m_RepeatDelay);
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// If direction changed at least 90 degree, or we already had the delay, repeat at repeat rate.
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else
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allow = (time > m_PrevActionTime + 1f / m_InputActionsPerSecond);
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}
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if (!allow)
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return false;
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// Debug.Log(m_ProcessingEvent.rawType + " axis:" + m_AllowAxisEvents + " value:" + "(" + x + "," + y + ")");
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var axisEventData = GetAxisEventData(movement.x, movement.y, 0.6f);
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ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler);
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if (!similarDir)
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m_ConsecutiveMoveCount = 0;
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m_ConsecutiveMoveCount++;
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m_PrevActionTime = time;
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m_LastMoveVector = movement;
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return axisEventData.used;
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}
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protected bool SendUpdateEventToSelectedObject()
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{
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if (eventSystem.currentSelectedGameObject == null)
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return false;
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var data = GetBaseEventData();
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ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, data, ExecuteEvents.updateSelectedHandler);
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return data.used;
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}
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}
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}
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 26158f38115d49a4a915f46c7eced4ab
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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@ -6,7 +6,7 @@ using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/Primitives/UI Circle")]
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public class UICircle : Graphic
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public class UICircle : MaskableGraphic
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{
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[SerializeField]
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Texture m_Texture;
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@ -0,0 +1,314 @@
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/// Credit drHogan
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/// Sourced from - http://www.hammerandravens.com/multi-use-tooltip-system-in-unity3d/
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namespace UnityEngine.UI.Extensions
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{
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public class HoverTooltip : MonoBehaviour
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{
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//manually selectable padding for the background image
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public int horizontalPadding;
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public int verticalPadding;
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//tooltip text
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public Text thisText;
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//horizontal layout of the tooltip
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public HorizontalLayoutGroup hlG;
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//tooltip background image
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public RectTransform bgImage;
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Image bgImageSource;
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//needed as the layout refreshes only on the first Update() call
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bool firstUpdate;
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//if the tooltip is inside a UI element
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bool inside;
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//size of the tooltip, needed to track if out of screen
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// public float width;
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// public float height;
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//detect canvas mode so to apply different behaviors to different canvas modes, currently only RenderMode.ScreenSpaceCamera implemented
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int canvasMode;
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RenderMode GUIMode;
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//the scene GUI camera
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Camera GUICamera;
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//the default tooltip object has the following pivots, so that the offset from the mouse is always proportional to the screen resolution (the y pivot)
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//Pivot(0.5,-0.5)
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//screen viewport corners for out of screen detection
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Vector3 lowerLeft;
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Vector3 upperRight;
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//scale factor of proportionality to the reference resolution (1280x720)
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float currentYScaleFactor;
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float currentXScaleFactor;
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//standard X and Y offsets of the new tooltip
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float defaultYOffset;
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float defaultXOffset;
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//real on screen sizes of the tooltip object
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float tooltipRealHeight;
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float tooltipRealWidth;
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// Use this for initialization
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void Start()
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{
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//in this line you need to change the string in order to get your Camera //TODO MAYBE DO IT FROM THE INSPECTOR
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GUICamera = GameObject.Find("GUICamera").GetComponent<Camera>();
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GUIMode = this.transform.parent.parent.GetComponent<Canvas>().renderMode;
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bgImageSource = bgImage.GetComponent<Image>();
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//at start the pointer is never to be considered over and UI element
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inside = false;
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//assign the tooltip to the singleton GUI class manager for fast access
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//TacticalGUIManager.tgm.mmttp = this;
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//hide the tooltip
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HideTooltipVisibility();
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this.transform.parent.gameObject.SetActive(false);
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}
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//single string input tooltip
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public void SetTooltip(string text)
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{
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NewTooltip();
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//init tooltip string
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thisText.text = text;
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//call the position function
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OnScreenSpaceCamera();
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}
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//multi string/line input tooltip (each string of the input array is a new line)
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public void SetTooltip(string[] texts)
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{
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NewTooltip();
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//build up the tooltip line after line with the input
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string tooltipText = "";
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int index = 0;
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foreach (string newLine in texts)
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{
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if (index == 0)
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{
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tooltipText += newLine;
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}
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else
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{
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tooltipText += ("\n" + newLine);
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}
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index++;
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}
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//init tooltip string
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thisText.text = tooltipText;
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//call the position function
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OnScreenSpaceCamera();
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}
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//temporary call to don't fuck up old code, will be removed
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public void SetTooltip(string text, bool test)
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{
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NewTooltip();
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//init tooltip string
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thisText.text = text;
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//call the position function
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OnScreenSpaceCamera();
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}
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//position function, currently not working correctly due to the use of pivots and not manual offsets, soon to be fixed
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public void OnScreenSpaceCamera()
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{
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//get the dynamic position of the pous in viewport coordinates
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Vector3 newPos = GUICamera.ScreenToViewportPoint(Input.mousePosition);
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// store in val the updated position (x or y) of the tooltip edge of interest
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float val;
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//store the new offset to impose in case of out of screen
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float yOffSet = 0f;
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float xOffSet = 0f;
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//check for right edge of screen
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//obtain the x coordinate of the right edge of the tooltip
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val = ((GUICamera.ViewportToScreenPoint(newPos).x) + (tooltipRealWidth * bgImage.pivot.x));
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//evaluate if the right edge of the tooltip goes out of screen
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if (val > (upperRight.x))
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{
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float distFromRight = upperRight.x - val;
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xOffSet = distFromRight;
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//assign the new modified coordinates to the tooltip and convert to screen coordinates
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Vector3 newTooltipPos = new Vector3(GUICamera.ViewportToScreenPoint(newPos).x + xOffSet, 0f, 0f);
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newPos.x = GUICamera.ScreenToViewportPoint(newTooltipPos).x;
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}
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//check for left edge of screen
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//obtain the x coordinate of the left edge of the tooltip
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val = ((GUICamera.ViewportToScreenPoint(newPos).x) - (tooltipRealWidth * bgImage.pivot.x));
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//evaluate if the left edge of the tooltip goes out of screen
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if (val < (lowerLeft.x))
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{
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float distFromLeft = lowerLeft.x - val;
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xOffSet = -distFromLeft;
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//assign the new modified coordinates to the tooltip and convert to screen coordinates
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Vector3 newTooltipPos = new Vector3(GUICamera.ViewportToScreenPoint(newPos).x - xOffSet, 0f, 0f);
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newPos.x = GUICamera.ScreenToViewportPoint(newTooltipPos).x;
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}
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//check for upper edge of the screen
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//obtain the y coordinate of the upper edge of the tooltip
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val = ((GUICamera.ViewportToScreenPoint(newPos).y) - ((bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y)) - (tooltipRealHeight)));
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//evaluate if the upper edge of the tooltip goes out of screen
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if (val > (upperRight.y))
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{
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float distFromUpper = upperRight.y - val;
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yOffSet = (bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y));
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if (distFromUpper > (defaultYOffset * 0.75))
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{
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//shorten the temporary offset up to a certain distance from the tooltip
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yOffSet = distFromUpper;
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}
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else
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{
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//if the distance becomes too short flip the tooltip to below the pointer (by offset+twice the height of the tooltip)
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yOffSet = ((defaultYOffset) - (tooltipRealHeight) * 2f);
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}
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//assign the new modified coordinates to the tooltip and convert to screen coordinates
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Vector3 newTooltipPos = new Vector3(newPos.x, GUICamera.ViewportToScreenPoint(newPos).y + yOffSet, 0f);
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newPos.y = GUICamera.ScreenToViewportPoint(newTooltipPos).y;
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}
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//check for lower edge of the screen
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//obtain the y coordinate of the lower edge of the tooltip
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val = ((GUICamera.ViewportToScreenPoint(newPos).y) - ((bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y))));
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//evaluate if the upper edge of the tooltip goes out of screen
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if (val < (lowerLeft.y))
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{
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float distFromLower = lowerLeft.y - val;
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yOffSet = (bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y));
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if (distFromLower < (defaultYOffset * 0.75 - tooltipRealHeight))
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{
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//shorten the temporary offset up to a certain distance from the tooltip
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yOffSet = distFromLower;
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}
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else
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{
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//if the distance becomes too short flip the tooltip to above the pointer (by twice the height of the tooltip)
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yOffSet = ((tooltipRealHeight) * 2f);
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}
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|
||||
//assign the new modified coordinates to the tooltip and convert to screen coordinates
|
||||
Vector3 newTooltipPos = new Vector3(newPos.x, GUICamera.ViewportToScreenPoint(newPos).y + yOffSet, 0f);
|
||||
newPos.y = GUICamera.ScreenToViewportPoint(newTooltipPos).y;
|
||||
}
|
||||
|
||||
this.transform.parent.transform.position = new Vector3(GUICamera.ViewportToWorldPoint(newPos).x, GUICamera.ViewportToWorldPoint(newPos).y, 0f);
|
||||
this.transform.parent.gameObject.SetActive(true);
|
||||
inside = true;
|
||||
}
|
||||
|
||||
//call to hide tooltip when hovering out from the object
|
||||
public void HideTooltip()
|
||||
{
|
||||
if (GUIMode == RenderMode.ScreenSpaceCamera)
|
||||
{
|
||||
if (this != null)
|
||||
{
|
||||
this.transform.parent.gameObject.SetActive(false);
|
||||
inside = false;
|
||||
HideTooltipVisibility();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
LayoutInit();
|
||||
if (inside)
|
||||
{
|
||||
if (GUIMode == RenderMode.ScreenSpaceCamera)
|
||||
{
|
||||
OnScreenSpaceCamera();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//this function is used in order to setup the size of the tooltip by cheating on the HorizontalLayoutBehavior. The resize is done in the first update.
|
||||
void LayoutInit()
|
||||
{
|
||||
if (firstUpdate)
|
||||
{
|
||||
firstUpdate = false;
|
||||
|
||||
bgImage.sizeDelta = new Vector2(hlG.preferredWidth + horizontalPadding, hlG.preferredHeight + verticalPadding);
|
||||
|
||||
defaultYOffset = (bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y));
|
||||
defaultXOffset = (bgImage.sizeDelta.x * currentXScaleFactor * (bgImage.pivot.x));
|
||||
|
||||
tooltipRealHeight = bgImage.sizeDelta.y * currentYScaleFactor;
|
||||
tooltipRealWidth = bgImage.sizeDelta.x * currentXScaleFactor;
|
||||
|
||||
ActivateTooltipVisibility();
|
||||
}
|
||||
}
|
||||
|
||||
//init basic variables on a new tooltip set
|
||||
void NewTooltip()
|
||||
{
|
||||
firstUpdate = true;
|
||||
|
||||
lowerLeft = GUICamera.ViewportToScreenPoint(new Vector3(0.0f, 0.0f, 0.0f));
|
||||
upperRight = GUICamera.ViewportToScreenPoint(new Vector3(1.0f, 1.0f, 0.0f));
|
||||
|
||||
currentYScaleFactor = Screen.height / this.transform.root.GetComponent<CanvasScaler>().referenceResolution.y;
|
||||
currentXScaleFactor = Screen.width / this.transform.root.GetComponent<CanvasScaler>().referenceResolution.x;
|
||||
|
||||
}
|
||||
|
||||
//used to visualize the tooltip one update call after it has been built (to avoid flickers)
|
||||
public void ActivateTooltipVisibility()
|
||||
{
|
||||
Color textColor = thisText.color;
|
||||
thisText.color = new Color(textColor.r, textColor.g, textColor.b, 1f);
|
||||
bgImageSource.color = new Color(bgImageSource.color.r, bgImageSource.color.g, bgImageSource.color.b, 0.8f);
|
||||
}
|
||||
|
||||
//used to hide the tooltip so that it can be made visible one update call after it has been built (to avoid flickers)
|
||||
public void HideTooltipVisibility()
|
||||
{
|
||||
Color textColor = thisText.color;
|
||||
thisText.color = new Color(textColor.r, textColor.g, textColor.b, 0f);
|
||||
bgImageSource.color = new Color(bgImageSource.color.r, bgImageSource.color.g, bgImageSource.color.b, 0f);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 87cd933870c6506418344281b3cb86fc
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
Loading…
Reference in New Issue