2015-10-10 02:47:23 +08:00
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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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2016-07-19 04:36:36 +08:00
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[AddComponentMenu("UI/Extensions/HoverTooltip")]
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2015-10-10 02:47:23 +08:00
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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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2023-02-04 19:22:31 +08:00
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#if UNITY_2022_1_OR_NEWER
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public TMPro.TMP_Text thisText;
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#else
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2015-10-10 02:47:23 +08:00
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public Text thisText;
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2023-02-04 19:22:31 +08:00
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#endif
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2015-10-10 02:47:23 +08:00
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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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2016-05-18 05:37:01 +08:00
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//int canvasMode;
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2015-10-10 02:47:23 +08:00
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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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2020-07-09 03:38:28 +08:00
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//temporary call to not mess up old code, will be removed
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2015-10-10 02:47:23 +08:00
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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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2020-07-09 03:38:28 +08:00
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//get the dynamic position of the pos in viewport coordinates
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2020-10-09 00:07:39 +08:00
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Vector3 newPos = GUICamera.ScreenToViewportPoint(UIExtensionsInputManager.MousePosition);
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2015-10-10 02:47:23 +08:00
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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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2015-10-11 00:51:20 +08:00
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if (distFromRight > (defaultXOffset * 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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xOffSet = distFromRight;
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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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xOffSet = ((defaultXOffset) - (tooltipRealWidth) * 2f);
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}
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2015-10-10 02:47:23 +08:00
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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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2015-10-11 00:51:20 +08:00
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if (distFromLeft < (defaultXOffset * 0.75 - tooltipRealWidth))
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{
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//shorten the temporary offset up to a certain distance from the tooltip
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xOffSet = -distFromLeft;
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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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xOffSet = ((tooltipRealWidth) * 2f);
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}
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2015-10-10 02:47:23 +08:00
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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
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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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this.transform.parent.transform.position = new Vector3(GUICamera.ViewportToWorldPoint(newPos).x, GUICamera.ViewportToWorldPoint(newPos).y, 0f);
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this.transform.parent.gameObject.SetActive(true);
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inside = true;
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}
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//call to hide tooltip when hovering out from the object
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public void HideTooltip()
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{
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if (GUIMode == RenderMode.ScreenSpaceCamera)
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{
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if (this != null)
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{
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this.transform.parent.gameObject.SetActive(false);
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inside = false;
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HideTooltipVisibility();
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}
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}
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}
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// Update is called once per frame
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void Update()
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{
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LayoutInit();
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if (inside)
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{
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if (GUIMode == RenderMode.ScreenSpaceCamera)
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{
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OnScreenSpaceCamera();
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}
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}
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}
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//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.
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void LayoutInit()
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{
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if (firstUpdate)
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{
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firstUpdate = false;
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bgImage.sizeDelta = new Vector2(hlG.preferredWidth + horizontalPadding, hlG.preferredHeight + verticalPadding);
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defaultYOffset = (bgImage.sizeDelta.y * currentYScaleFactor * (bgImage.pivot.y));
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defaultXOffset = (bgImage.sizeDelta.x * currentXScaleFactor * (bgImage.pivot.x));
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tooltipRealHeight = bgImage.sizeDelta.y * currentYScaleFactor;
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tooltipRealWidth = bgImage.sizeDelta.x * currentXScaleFactor;
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ActivateTooltipVisibility();
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}
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}
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//init basic variables on a new tooltip set
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void NewTooltip()
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{
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firstUpdate = true;
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lowerLeft = GUICamera.ViewportToScreenPoint(new Vector3(0.0f, 0.0f, 0.0f));
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upperRight = GUICamera.ViewportToScreenPoint(new Vector3(1.0f, 1.0f, 0.0f));
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currentYScaleFactor = Screen.height / this.transform.root.GetComponent<CanvasScaler>().referenceResolution.y;
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currentXScaleFactor = Screen.width / this.transform.root.GetComponent<CanvasScaler>().referenceResolution.x;
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}
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//used to visualize the tooltip one update call after it has been built (to avoid flickers)
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public void ActivateTooltipVisibility()
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{
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Color textColor = thisText.color;
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thisText.color = new Color(textColor.r, textColor.g, textColor.b, 1f);
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bgImageSource.color = new Color(bgImageSource.color.r, bgImageSource.color.g, bgImageSource.color.b, 0.8f);
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}
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//used to hide the tooltip so that it can be made visible one update call after it has been built (to avoid flickers)
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public void HideTooltipVisibility()
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{
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Color textColor = thisText.color;
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thisText.color = new Color(textColor.r, textColor.g, textColor.b, 0f);
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bgImageSource.color = new Color(bgImageSource.color.r, bgImageSource.color.g, bgImageSource.color.b, 0f);
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}
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}
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}
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