forked from Shardstone/trail-into-darkness
popup changes
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@@ -16,11 +16,11 @@ Game Code / PopupTrigger MonoBehaviour
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▼
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IPopupSystem (per-game-state instance, injected via constructor DI)
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│ RegisterCategory(PopupCategory, priority)
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│ One PopupView per category (lazy-created on first Show)
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│ One PopupReference per category (lazy-created on first Show)
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│ Priority: higher priority category dismisses lower on show
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│ Tick()-driven delay timers and animations (no coroutines)
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▼
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PopupView (MonoBehaviour — one instance per registered category)
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PopupReference (MonoBehaviour — one instance per registered category)
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│ Canvas + CanvasGroup for transitions
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│ Content parent (VerticalLayoutGroup + ContentSizeFitter)
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│ Grow-only element cache (reuse, never destroy)
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@@ -34,7 +34,7 @@ IPopupAnimator (extensible interface for show/hide transitions)
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PopupContentBuilder (struct, fluent API)
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.AddHeader(text) .AddText(text) .AddStat(label, value)
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.AddImage(sprite) .AddSeparator()
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→ activates pre-existing child elements in PopupView
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→ activates pre-existing child elements in PopupReference
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```
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## Core Types
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@@ -106,24 +106,24 @@ public interface IPopupSystem {
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### PopupSystem (implementation)
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- `Dictionary<PopupCategory, PopupViewState>` — O(1) lookup by category
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- `PopupViewState` holds: PopupView instance (null until first show), priority, delay timer, pending show data
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- `Dictionary<PopupCategory, PopupReferenceState>` — O(1) lookup by category
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- `PopupReferenceState` holds: PopupReference instance (null until first show), priority, delay timer, pending show data
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- `Tick(deltaTime)` drives delay countdown and animation lerp — no coroutines
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- On `Show()`:
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- If a higher-priority popup is already visible, queue or cancel
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- Start delay timer; on expiry, activate the view
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- PopupView clears content (deactivates cached elements), runs builder callback, positions, animates in
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- PopupReference clears content (deactivates cached elements), runs builder callback, positions, animates in
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- On `Hide()`:
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- Animate out, deactivate
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- On `Dispose()`:
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- Destroy all PopupView GameObjects
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- Destroy all PopupReference GameObjects
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### PopupView (MonoBehaviour)
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### PopupReference (MonoBehaviour)
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Single prefab, instantiated once per category:
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```
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PopupView (Canvas, CanvasGroup, RectMask2D)
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PopupReference (Canvas, CanvasGroup, RectMask2D)
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├── Content (RectTransform, VerticalLayoutGroup, ContentSizeFitter)
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│ ├── [cached] HeaderElement (TMP_Text, deactivated)
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│ ├── [cached] TextElement x N (TMP_Text, deactivated)
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@@ -153,7 +153,7 @@ PopupView (Canvas, CanvasGroup, RectMask2D)
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```csharp
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public struct PopupContentBuilder {
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readonly PopupView view;
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readonly PopupReference view;
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public PopupContentBuilder AddHeader(string text);
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public PopupContentBuilder AddText(string text);
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@@ -165,7 +165,7 @@ public struct PopupContentBuilder {
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}
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```
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Each method activates a cached element from PopupView, sets its data, calls `SetAsLastSibling()` for ordering. Returns `this` for chaining. No allocations.
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Each method activates a cached element from PopupReference, sets its data, calls `SetAsLastSibling()` for ordering. Returns `this` for chaining. No allocations.
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### PopupTrigger (MonoBehaviour)
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@@ -244,7 +244,7 @@ Packages/com.jovian.popup-system/
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│ ├── FadePopupAnimator.cs
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│ ├── PopupContentBuilder.cs
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│ └── UI/
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│ ├── PopupView.cs
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│ ├── PopupReference.cs
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│ └── PopupTrigger.cs
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├── Editor/
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│ ├── Jovian.PopupSystem.Editor.asmdef
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@@ -264,7 +264,7 @@ Packages/com.jovian.popup-system/
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```csharp
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// In GameModeGameState or similar:
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var popupSettings = Addressables.LoadAssetAsync<PopupSettings>("PopupSettings").WaitForCompletion();
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var popupViewPrefab = Addressables.LoadAssetAsync<PopupView>("PopupViewPrefab").WaitForCompletion();
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var popupViewPrefab = Addressables.LoadAssetAsync<PopupReference>("PopupReferencePrefab").WaitForCompletion();
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var popupSystem = new PopupSystem(popupSettings, popupViewPrefab);
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popupSystem.RegisterCategory(PopupCategory.Character, priority: 10);
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popupSystem.RegisterCategory(PopupCategory.Item, priority: 5);
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@@ -291,7 +291,7 @@ popupSystem.Dispose();
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## Prefab Setup
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### PopupView prefab
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### PopupReference prefab
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1. Root: Canvas (Screen Space Overlay, sorting order from settings), CanvasGroup (alpha=0)
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2. Child "Content": RectTransform, VerticalLayoutGroup (Child Force Expand Width: true, Height: false, Spacing: 4, Padding: 8), ContentSizeFitter (Vertical Fit: Preferred Size, Horizontal Fit: Preferred Size up to maxPopupWidth)
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