forked from Shardstone/trail-into-darkness
Made the popup system a lot more generic
This commit is contained in:
@@ -103,10 +103,10 @@ namespace Nox.Game.UI {
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private void BuildCharacterPopup(PopupContentBuilder builder, CharacterDefinition member) {
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// Header
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builder
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.AddHeader(member.Name)
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.AddText($"{member.Race} {member.Class}", "#CCCCCC")
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.AddText($"Role: {member.Role}")
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.AddSeparator();
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.AddText(member.Name, PopupElementType.Header)
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.AddText($"{member.Race} {member.Class}", "#CCCCCC", PopupElementType.Text)
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.AddText($"Role: {member.Role}", PopupElementType.Text)
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.AddSeparator(PopupElementType.Separator);
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// Stats
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if(member.Stats?.stats != null) {
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@@ -115,12 +115,12 @@ namespace Nox.Game.UI {
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var health = member.Stats.GetValue(StatType.Health);
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var mana = member.Stats.GetValue(StatType.Mana);
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builder
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.AddStat("Level", level)
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.AddStat("XP", xp)
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.AddSeparator()
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.AddStat("Health", health)
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.AddStat("Mana", mana)
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.AddSeparator();
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.AddNameValue("Level", level, PopupElementType.LabelValueText)
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.AddNameValue("XP", xp, PopupElementType.LabelValueText)
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.AddSeparator(PopupElementType.Separator)
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.AddNameValue("Health", health, PopupElementType.LabelValueText)
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.AddNameValue("Mana", mana, PopupElementType.LabelValueText)
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.AddSeparator(PopupElementType.Separator);
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}
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// Attributes
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@@ -129,26 +129,26 @@ namespace Nox.Game.UI {
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if(attr.attribute == AttributeType.None) {
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continue;
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}
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builder.AddStat(attr.attribute.ToString(), attr.value);
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builder.AddNameValue(attr.attribute.ToString(), attr.value, PopupElementType.LabelValueText);
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}
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}
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builder.AddSeparator();
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builder.AddSeparator(PopupElementType.Separator);
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// Perks
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if(member.Perks?.perks != null && member.Perks.perks.Count > 0) {
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builder.AddText("Perks", "#FFD700");
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if(member.Perks?.perks is { Count: > 0 }) {
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builder.AddText("Perks", "#FFD700", PopupElementType.Text);
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foreach(var perk in member.Perks.perks) {
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builder.AddText($" {perk.Name}");
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builder.AddText($" {perk.Name}", PopupElementType.Text);
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}
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builder.AddSeparator();
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builder.AddSeparator(PopupElementType.Separator);
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}
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// Modifiers
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if(member.Modifiers?.modifiers is { Count: > 0 }) {
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builder.AddText("Modifiers", "#87CEEB");
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builder.AddText("Modifiers", "#87CEEB", PopupElementType.Text);
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foreach(var mod in member.Modifiers.modifiers) {
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var target = mod.Target != null ? mod.Target.ToString() : "";
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builder.AddText($" {mod.Name} ({mod.Operation} {mod.Value} {target})");
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builder.AddText($" {mod.Name} ({mod.Operation} {mod.Value} {target})", PopupElementType.Text);
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}
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}
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}
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@@ -21,6 +21,22 @@ MonoBehaviour:
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followMouseOffset: {x: 15, y: -15}
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touchHoldDuration: 0.6
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gamepadFocusTrigger: 1
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elementPrefabs:
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- type:
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id: header
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prefab: {fileID: 7034836061828108288, guid: dfc1bc0bd5b4905409615c3e770a5b77, type: 3}
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- type:
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id: image
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prefab: {fileID: 5887814251614319338, guid: 5e715f4b614d02b4fa0b4d3fcfe3c053, type: 3}
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- type:
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id: label_value_text
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prefab: {fileID: 6246834368258800846, guid: 5882db210c62d8647858933649f64c29, type: 3}
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- type:
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id: separator
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prefab: {fileID: 6770634903822758885, guid: 7ccdfa1a2079db044be4b1684303ec7f, type: 3}
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- type:
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id: text
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prefab: {fileID: 3157287847714375358, guid: bfa97c92d1878cc448ddc7dc456f4b17, type: 3}
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categoryPriorities:
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- category:
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id: Character
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@@ -68,11 +68,6 @@ MonoBehaviour:
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content: {fileID: 176628901263125209}
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canvasGroup: {fileID: 1835601435911948781}
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background: {fileID: 8899521584296352500}
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headerPrefab: {fileID: 6612787789151041457, guid: dfc1bc0bd5b4905409615c3e770a5b77, type: 3}
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textPrefab: {fileID: 2506259255305457008, guid: bfa97c92d1878cc448ddc7dc456f4b17, type: 3}
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statPrefab: {fileID: 1843470073663794312, guid: 5882db210c62d8647858933649f64c29, type: 3}
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imagePrefab: {fileID: 7093821785826926595, guid: 5e715f4b614d02b4fa0b4d3fcfe3c053, type: 3}
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separatorPrefab: {fileID: 4190588985333916705, guid: 7ccdfa1a2079db044be4b1684303ec7f, type: 3}
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--- !u!223 &3081303906751693297
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Canvas:
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m_ObjectHideFlags: 0
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@@ -118,7 +113,7 @@ MonoBehaviour:
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m_FallbackScreenDPI: 96
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m_DefaultSpriteDPI: 96
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m_DynamicPixelsPerUnit: 1
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m_PresetInfoIsWorld: 0
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m_PresetInfoIsWorld: 1
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--- !u!114 &7236468329886607693
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@@ -0,0 +1,100 @@
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using System;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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namespace Jovian.PopupSystem.Editor {
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/// <summary>
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/// Custom PropertyDrawer for <see cref="PopupElementType"/>. Shows a dropdown with
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/// built-in element types plus a "Custom..." option for free-text entry.
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/// </summary>
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[CustomPropertyDrawer(typeof(PopupElementType))]
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public sealed class PopupElementTypeDrawer : PropertyDrawer {
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private static readonly string[] builtInIds = {
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"header",
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"text",
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"label_value_text",
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"image",
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"separator"
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};
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private const string customLabel = "Custom...";
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label) {
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var idProp = FindIdProperty(property);
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if(idProp == null) {
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return EditorGUIUtility.singleLineHeight;
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}
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var currentValue = idProp.stringValue ?? "";
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var isCustom = Array.IndexOf(builtInIds, currentValue) < 0 && !string.IsNullOrEmpty(currentValue);
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return isCustom
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? EditorGUIUtility.singleLineHeight * 2 + 2
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: EditorGUIUtility.singleLineHeight;
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}
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) {
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EditorGUI.BeginProperty(position, label, property);
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var idProp = FindIdProperty(property);
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if(idProp == null) {
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EditorGUI.LabelField(position, label.text, "Cannot resolve PopupElementType id field");
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EditorGUI.EndProperty();
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return;
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}
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var currentValue = idProp.stringValue ?? "";
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var builtInIndex = Array.IndexOf(builtInIds, currentValue);
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var isCustom = builtInIndex < 0 && !string.IsNullOrEmpty(currentValue);
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var options = new List<string>(builtInIds);
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options.Add(customLabel);
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int selectedIndex;
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if(builtInIndex >= 0) {
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selectedIndex = builtInIndex;
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}
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else {
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selectedIndex = options.Count - 1;
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}
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var dropdownRect = new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight);
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var newIndex = EditorGUI.Popup(dropdownRect, label.text, selectedIndex, options.ToArray());
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if(newIndex != selectedIndex) {
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if(newIndex < builtInIds.Length) {
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idProp.stringValue = builtInIds[newIndex];
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}
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else {
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if(!isCustom) {
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idProp.stringValue = "custom_element";
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}
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}
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}
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var finalIsCustom = newIndex >= builtInIds.Length || (newIndex == selectedIndex && isCustom);
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if(finalIsCustom) {
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var textRect = new Rect(
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position.x + EditorGUIUtility.labelWidth + 2,
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position.y + EditorGUIUtility.singleLineHeight + 2,
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position.width - EditorGUIUtility.labelWidth - 2,
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EditorGUIUtility.singleLineHeight);
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var newValue = EditorGUI.TextField(textRect, idProp.stringValue);
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if(newValue != idProp.stringValue) {
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idProp.stringValue = newValue;
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}
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}
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EditorGUI.EndProperty();
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}
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private static SerializedProperty FindIdProperty(SerializedProperty property) {
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var prop = property.FindPropertyRelative("id");
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if(prop != null) {
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return prop;
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}
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return property.FindPropertyRelative("<id>k__BackingField");
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 9ea57be8755c60e4bbf156ac2b32c98c
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@@ -51,6 +51,10 @@ namespace Jovian.PopupSystem.Editor {
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EditorGUILayout.PropertyField(serializedSettings.FindProperty("touchHoldDuration"));
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EditorGUILayout.PropertyField(serializedSettings.FindProperty("gamepadFocusTrigger"));
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EditorGUILayout.Space(5);
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EditorGUILayout.LabelField("Element Prefabs", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField(serializedSettings.FindProperty("elementPrefabs"), true);
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EditorGUILayout.Space(5);
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EditorGUILayout.LabelField("Priority", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField(serializedSettings.FindProperty("categoryPriorities"), true);
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@@ -1,6 +1,6 @@
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# Jovian Popup System
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A lightweight, low-allocation popup and tooltip system for Unity with category-based isolation, a fluent content builder, and extensible animations.
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A lightweight, low-allocation popup and tooltip system for Unity with category-based isolation, a generic element cache, type-safe element identifiers, and extensible animations.
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## Requirements
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@@ -15,11 +15,11 @@ Install via the Unity Package Manager by adding the package from its local path
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### 1. Create a PopupSettings asset
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In the Unity Editor, go to **Assets > Create > Jovian > Popup System > Popup Settings**. Place the asset somewhere accessible (e.g. `Assets/Settings/PopupSettings.asset`). You can also configure settings via **Project Settings > Jovian > Popup System**.
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In the Unity Editor, go to **Assets > Create > Jovian > Popup System > Popup Settings**. Configure element prefabs by adding entries to the Element Prefabs list, mapping `PopupElementType` values to your prefabs.
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### 2. Build a PopupReference prefab
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See the [Prefab Setup](#prefab-setup) section below for step-by-step instructions.
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See the [Prefab Setup](#prefab-setup) section below.
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### 3. Create and use PopupSystem
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@@ -27,38 +27,78 @@ See the [Prefab Setup](#prefab-setup) section below for step-by-step instruction
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using Jovian.PopupSystem;
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using Jovian.PopupSystem.UI;
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// Create the system. Pass the scene Canvas as canvasRoot to auto-scan all PopupTrigger components.
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// Create the system. canvasRoot auto-scans all PopupTrigger components.
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var popup = new PopupSystem(settings, viewPrefab, canvasRoot);
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// Register categories you intend to use.
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popup.RegisterCategory(PopupCategory.Item);
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popup.RegisterCategory(PopupCategory.Character);
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// Option A: Set content on auto-scanned triggers by name.
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var trigger = popup.GetTrigger("ItemSlot");
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trigger?.SetContent(builder => {
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// Set content on auto-scanned triggers by name.
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var handler = popup.GetTriggerHandler("ItemSlot");
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handler?.SetContent(builder => {
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builder
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.AddHeader("Health Potion")
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.AddSeparator()
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.AddText("Restores a moderate amount of health.")
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.AddStat("Heal Amount", 50);
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.AddText("Health Potion", PopupElementType.Header)
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.AddSeparator(PopupElementType.Separator)
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.AddText("Restores health.", PopupElementType.Text)
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.AddNameValue("Heal Amount", 50, PopupElementType.LabelValueText);
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});
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// Option B: Show a popup directly from code.
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// Or show a popup directly from code.
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popup.Show(PopupCategory.Item, builder => {
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builder.AddHeader("Iron Sword").AddStat("Damage", 12);
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builder
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.AddText("Iron Sword", PopupElementType.Header)
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.AddNameValue("Damage", 12, PopupElementType.LabelValueText);
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}, anchorRect, AnchorSide.Right);
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// Tick each frame (typically in Update or a game-state loop).
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// Tick each frame.
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popup.Tick(Time.deltaTime);
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// Clean up when the game state is torn down.
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// Clean up when the game state exits.
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popup.Dispose();
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```
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## PopupElementType
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`PopupElementType` is a type-safe struct identifying element prefabs in the registry. The Inspector shows a dropdown with built-in types plus a custom text field for game-specific elements.
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### Built-in types
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| Static Field | ID | Usage |
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|---|---|---|
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| `PopupElementType.Header` | `"header"` | Bold header text |
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| `PopupElementType.Text` | `"text"` | Body text |
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| `PopupElementType.LabelValueText` | `"label_value_text"` | Label + value row (two TMP_Text children) |
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| `PopupElementType.Image` | `"image"` | Image/icon element |
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| `PopupElementType.Separator` | `"separator"` | Horizontal divider line |
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### Custom types
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Define game-specific element types as static fields:
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```csharp
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public static class MyPopupElements {
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public static readonly PopupElementType Badge = new("badge");
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public static readonly PopupElementType ProgressBar = new("progress_bar");
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}
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```
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### Variants
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Create variants of built-in types using `Variant()`:
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```csharp
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// "header_gold" — a gold-styled header
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PopupElementType.Header.Variant("gold")
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// "separator_thick" — a thicker separator
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PopupElementType.Separator.Variant("thick")
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```
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Register variant prefabs in PopupSettings with the variant ID (e.g. "header_gold").
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## PopupCategory
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`PopupCategory` is a readonly struct that acts as a channel for isolating popups. Each category gets its own view instance and can have independent priority and delay settings.
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`PopupCategory` is a readonly struct that acts as a channel for isolating popups. Each category gets its own view instance.
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### Built-in categories
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@@ -71,47 +111,55 @@ PopupCategory.General // General-purpose tooltips
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### Custom categories
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Create any number of additional categories:
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```csharp
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var lootCategory = new PopupCategory("Loot");
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popup.RegisterCategory(lootCategory, priority: 5);
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```
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Categories are compared by their string ID using ordinal comparison.
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## PopupSettings
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`PopupSettings` is a ScriptableObject that holds all configuration. Create one via **Assets > Create > Jovian > Popup System > Popup Settings**.
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ScriptableObject holding all configuration. Create via **Assets > Create > Jovian > Popup System > Popup Settings**.
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| Field | Type | Default | Description |
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|---|---|---|---|
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| `popupDelay` | float | 0.4 | Seconds before the popup appears after a show request. |
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| `fadeDuration` | float | 0.2 | Duration of the fade-in and fade-out animation. |
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| `defaultAnchorSide` | AnchorSide | Below | Default side to anchor the popup relative to the target element. |
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| `screenEdgePadding` | float | 10 | Minimum pixel distance from screen edges. |
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| `maxPopupWidth` | float | 400 | Maximum width of the popup in pixels. |
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| `sortingOrder` | int | 100 | Sorting order applied to the popup Canvas. |
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| `followMouseOffset` | Vector2 | (15, -15) | Pixel offset from the cursor in follow-mouse mode. |
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| `touchHoldDuration` | float | 0.6 | Seconds a touch must be held before triggering a popup. |
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| `gamepadFocusTrigger` | bool | true | Whether gamepad focus triggers popups. |
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| `categoryPriorities` | List | empty | Per-category priority overrides. Higher priority popups dismiss lower ones. |
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| `categoryDelayOverrides` | List | empty | Per-category delay overrides. Overrides `popupDelay` for specific categories. |
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| `popupDelay` | float | 0.4 | Seconds before popup appears. |
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| `fadeDuration` | float | 0.2 | Fade animation duration. |
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| `defaultAnchorSide` | AnchorSide | Below | Default anchor side. |
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| `screenEdgePadding` | float | 10 | Minimum pixels from screen edge. |
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| `maxPopupWidth` | float | 400 | Maximum popup width in pixels. |
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| `sortingOrder` | int | 100 | Canvas sorting order. |
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| `followMouseOffset` | Vector2 | (15, -15) | Cursor offset in follow mode. |
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| `touchHoldDuration` | float | 0.6 | Touch hold duration. |
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| `gamepadFocusTrigger` | bool | true | Trigger on gamepad focus. |
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| `elementPrefabs` | List | empty | Element prefab registry (PopupElementType -> prefab). |
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| `categoryPriorities` | List | empty | Per-category priority overrides. |
|
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| `categoryDelayOverrides` | List | empty | Per-category delay overrides. |
|
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## PopupContentBuilder
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|
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`PopupContentBuilder` is a struct with a fluent API for composing popup content. You receive it in the build callback passed to `Show` or `ShowAtPosition`.
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Fluent API struct for composing popup content. All methods take a `PopupElementType` to identify which prefab to use.
|
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|
||||
### Available methods
|
||||
### Methods
|
||||
|
||||
```csharp
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builder.AddHeader("Fireball"); // Bold header text
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builder.AddText("Deals fire damage to all enemies."); // Body text
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builder.AddText("Rare", "FFD700"); // Colored text (hex, with or without #)
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builder.AddStat("Damage", 120); // Label + integer value row
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builder.AddStat("Range", "15m"); // Label + string value row
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builder.AddImage(iconSprite, 64f); // Sprite with optional height
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builder.AddSeparator(); // Horizontal divider line
|
||||
// Generic — returns raw GameObject for custom elements
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builder.Add(PopupElementType.Header);
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builder.Add(new PopupElementType("custom_widget"));
|
||||
|
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// Text — sets TMP_Text on the element
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builder.AddText("Fireball", PopupElementType.Header);
|
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builder.AddText("Body text here.", PopupElementType.Text);
|
||||
builder.AddText("Colored text", "#FFD700", PopupElementType.Text);
|
||||
|
||||
// Name/Value — sets two TMP_Text children (label + value)
|
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builder.AddNameValue("Damage", 120, PopupElementType.LabelValueText);
|
||||
builder.AddNameValue("Range", "15m", PopupElementType.LabelValueText);
|
||||
|
||||
// Image — sets sprite and height
|
||||
builder.AddImage(iconSprite, PopupElementType.Image, 64f);
|
||||
|
||||
// Separator
|
||||
builder.AddSeparator(PopupElementType.Separator);
|
||||
```
|
||||
|
||||
### Full example
|
||||
@@ -119,331 +167,143 @@ builder.AddSeparator(); // Horizontal divider lin
|
||||
```csharp
|
||||
popup.Show(PopupCategory.Skill, builder => {
|
||||
builder
|
||||
.AddHeader("Fireball")
|
||||
.AddText("Hurls a ball of fire that explodes on impact.")
|
||||
.AddSeparator()
|
||||
.AddStat("Damage", 120)
|
||||
.AddStat("Mana Cost", 35)
|
||||
.AddStat("Range", "15m")
|
||||
.AddSeparator()
|
||||
.AddText("Requires: Level 5", "FF6666");
|
||||
.AddText("Fireball", PopupElementType.Header)
|
||||
.AddText("Hurls a ball of fire.", PopupElementType.Text)
|
||||
.AddSeparator(PopupElementType.Separator)
|
||||
.AddNameValue("Damage", 120, PopupElementType.LabelValueText)
|
||||
.AddNameValue("Mana Cost", 35, PopupElementType.LabelValueText)
|
||||
.AddSeparator(PopupElementType.Separator)
|
||||
.AddText("Requires: Level 5", "FF6666", PopupElementType.Text);
|
||||
}, targetRect);
|
||||
```
|
||||
|
||||
All elements are drawn from a grow-only pool inside `PopupReference`. No allocations occur once the pool is warmed.
|
||||
|
||||
## PopupTrigger
|
||||
|
||||
`PopupTrigger` is a MonoBehaviour you attach to UI elements to get hover-based popup behavior automatically. It implements `IPointerEnterHandler` and `IPointerExitHandler`.
|
||||
MonoBehaviour attached to UI elements for hover-based popups. Forwards pointer events to a `PopupTriggerView` behavior handler.
|
||||
|
||||
### Inspector fields
|
||||
|
||||
| Field | Type | Description |
|
||||
|---|---|---|
|
||||
| `category` | PopupCategory | Which category channel to use. |
|
||||
| `anchorSide` | AnchorSide | Which side of this element to anchor the popup. |
|
||||
| `anchorSide` | AnchorSide | Which side to anchor the popup. |
|
||||
| `positionMode` | PopupPositionMode | `AnchorToElement` or `FollowMouse`. |
|
||||
|
||||
### Approach 1: Auto-scanned triggers (recommended for static UI)
|
||||
|
||||
When you pass a `canvasRoot` to the `PopupSystem` constructor, it auto-scans all `PopupTrigger` components and binds them. You only need to set content:
|
||||
|
||||
```csharp
|
||||
var popup = new PopupSystem(settings, viewPrefab, canvasRoot);
|
||||
popup.RegisterCategory(PopupCategory.Character);
|
||||
|
||||
// Find a trigger by its GameObject name and set content
|
||||
var trigger = popup.GetTrigger("HeroPortrait");
|
||||
trigger?.SetContent(builder => {
|
||||
builder.AddHeader("Kael").AddStat("Health", 55);
|
||||
// GetTriggerHandler returns PopupTriggerView (the behavior handler)
|
||||
var handler = popup.GetTriggerHandler("HeroPortrait");
|
||||
handler?.SetContent(builder => {
|
||||
builder
|
||||
.AddText("Kael", PopupElementType.Header)
|
||||
.AddNameValue("Health", 55, PopupElementType.LabelValueText);
|
||||
});
|
||||
|
||||
// Or set content on all triggers of a category
|
||||
foreach(var t in popup.GetTriggers(PopupCategory.Item)) {
|
||||
t.SetContent(builder => builder.AddHeader("Item"));
|
||||
// Or all handlers for a category
|
||||
foreach(var h in popup.GetTriggerHandlers(PopupCategory.Item)) {
|
||||
h.SetContent(builder => builder.AddText("Item", PopupElementType.Header));
|
||||
}
|
||||
```
|
||||
|
||||
### Approach 2: Dynamic triggers (for runtime-created UI)
|
||||
|
||||
For UI elements instantiated at runtime (inventory slots, party portraits), use `InitializeTriggersInChildren` after instantiation:
|
||||
|
||||
```csharp
|
||||
// After instantiating slot prefabs under a container:
|
||||
popup.InitializeTriggersInChildren(slotsContainer, trigger => {
|
||||
popup.InitializeTriggersInChildren(slotsContainer, (trigger, view) => {
|
||||
var slotData = trigger.GetComponentInParent<SlotComponent>();
|
||||
trigger.SetContent(builder => {
|
||||
builder.AddHeader(slotData.itemName);
|
||||
view.SetContent(builder => {
|
||||
builder.AddText(slotData.itemName, PopupElementType.Header);
|
||||
});
|
||||
});
|
||||
```
|
||||
|
||||
This scans, binds, and registers all triggers under the parent, then calls the callback on each.
|
||||
|
||||
### Approach 3: Full manual initialization
|
||||
|
||||
For complete control, bypass auto-scan and initialize triggers directly:
|
||||
### Approach 3: Code-only (no PopupTrigger needed)
|
||||
|
||||
```csharp
|
||||
var trigger = button.GetComponent<PopupTrigger>();
|
||||
trigger.Initialize(popupSystem, builder => {
|
||||
builder.AddHeader("Attack").AddStat("Damage", 25);
|
||||
});
|
||||
// Anchored
|
||||
popupSystem.Show(PopupCategory.Item, builder => { ... }, targetRect, AnchorSide.Right);
|
||||
|
||||
// Or with a category override:
|
||||
trigger.Initialize(popupSystem, PopupCategory.Skill, builder => {
|
||||
builder.AddHeader("Fireball");
|
||||
});
|
||||
```
|
||||
// Follow mouse
|
||||
popupSystem.Show(PopupCategory.General, builder => { ... });
|
||||
|
||||
### Updating content
|
||||
// Fixed screen position
|
||||
popupSystem.ShowAtPosition(PopupCategory.General, builder => { ... }, screenPos);
|
||||
|
||||
To change content on an already-initialized trigger without re-binding:
|
||||
|
||||
```csharp
|
||||
trigger.SetContent(builder => {
|
||||
builder.AddHeader("Attack").AddStat("Damage", newDamageValue);
|
||||
});
|
||||
|
||||
// UpdateContent is an alias for SetContent
|
||||
trigger.UpdateContent(builder => { ... });
|
||||
```
|
||||
|
||||
## Code-Only Triggers
|
||||
|
||||
You do not need `PopupTrigger` to show popups. Call `IPopupSystem` methods directly:
|
||||
|
||||
### Anchor to a RectTransform
|
||||
|
||||
```csharp
|
||||
popupSystem.Show(PopupCategory.Item, builder => {
|
||||
builder.AddHeader("Iron Sword");
|
||||
}, inventorySlotRect, AnchorSide.Right);
|
||||
```
|
||||
|
||||
### Follow the mouse cursor
|
||||
|
||||
Pass no anchor argument:
|
||||
|
||||
```csharp
|
||||
popupSystem.Show(PopupCategory.General, builder => {
|
||||
builder.AddText("Click to interact");
|
||||
});
|
||||
```
|
||||
|
||||
### Show at a fixed screen position
|
||||
|
||||
```csharp
|
||||
popupSystem.ShowAtPosition(PopupCategory.General, builder => {
|
||||
builder.AddText("Tutorial tip");
|
||||
}, new Vector2(Screen.width * 0.5f, Screen.height * 0.5f));
|
||||
```
|
||||
|
||||
### Hide
|
||||
|
||||
```csharp
|
||||
popupSystem.Hide(PopupCategory.Item); // Hide a specific category
|
||||
popupSystem.HideAll(); // Hide all categories
|
||||
// Hide
|
||||
popupSystem.Hide(PopupCategory.Item);
|
||||
popupSystem.HideAll();
|
||||
```
|
||||
|
||||
## Priority System
|
||||
|
||||
When a popup is shown, any visible popup from a lower-priority category is automatically dismissed. Priority is configured per category via `PopupSettings.categoryPriorities` or at registration time:
|
||||
Higher priority categories dismiss lower ones when shown:
|
||||
|
||||
```csharp
|
||||
popup.RegisterCategory(PopupCategory.Character, priority: 10);
|
||||
popup.RegisterCategory(PopupCategory.Item, priority: 5);
|
||||
popup.RegisterCategory(PopupCategory.General, priority: 1);
|
||||
```
|
||||
|
||||
If the player hovers a character portrait (priority 10) while an item tooltip (priority 5) is visible, the item tooltip is dismissed. Popups of equal or higher priority are not affected.
|
||||
|
||||
Settings-based priorities (from `PopupSettings.categoryPriorities`) take precedence over the `priority` argument in `RegisterCategory`.
|
||||
Settings-based priorities take precedence over registration arguments.
|
||||
|
||||
## Lifecycle Integration
|
||||
|
||||
The popup system is designed to be created per game state, not as a global singleton. Each game state owns its own `IPopupSystem` instance:
|
||||
Created per game state, not as a singleton:
|
||||
|
||||
```csharp
|
||||
// In your game state initialization:
|
||||
var guiCanvas = guiReferences.GetComponentInParent<Canvas>().transform;
|
||||
var popupSystem = new PopupSystem(popupSettings, popupViewPrefab, guiCanvas);
|
||||
popupSystem.RegisterCategory(PopupCategory.Character, priority: 10);
|
||||
popupSystem.RegisterCategory(PopupCategory.Item, priority: 5);
|
||||
|
||||
// All PopupTrigger components under guiCanvas are auto-scanned and bound.
|
||||
// Pass popupSystem to views/play modes via constructor DI.
|
||||
|
||||
// In your game state's Tick/Update:
|
||||
// Tick each frame
|
||||
popupSystem.Tick(Time.deltaTime);
|
||||
|
||||
// When the game state exits:
|
||||
popupSystem.Dispose(); // destroys all popup view GameObjects
|
||||
// Dispose on state exit
|
||||
popupSystem.Dispose();
|
||||
```
|
||||
|
||||
Each category lazily creates its own `PopupReference` instance on first `Show` call. On `Dispose`, all views are destroyed. This ensures no leaked GameObjects when transitioning between game states.
|
||||
|
||||
## IPopupAnimator
|
||||
|
||||
The popup system uses `IPopupAnimator` for show/hide transitions. The default implementation is `FadePopupAnimator`, which lerps the `CanvasGroup.alpha` over the configured `fadeDuration`.
|
||||
|
||||
### Interface
|
||||
Extensible show/hide animation interface. Default: `FadePopupAnimator` (alpha lerp). Pass a factory to the constructor:
|
||||
|
||||
```csharp
|
||||
public interface IPopupAnimator {
|
||||
void Show(CanvasGroup canvasGroup, float duration, Action onComplete);
|
||||
void Hide(CanvasGroup canvasGroup, float duration, Action onComplete);
|
||||
void Tick(float deltaTime);
|
||||
bool IsAnimating { get; }
|
||||
}
|
||||
```
|
||||
|
||||
### Custom animator example
|
||||
|
||||
```csharp
|
||||
public sealed class ScalePopupAnimator : IPopupAnimator {
|
||||
private CanvasGroup target;
|
||||
private float duration;
|
||||
private float elapsed;
|
||||
private float startScale;
|
||||
private float endScale;
|
||||
private Action onComplete;
|
||||
|
||||
public bool IsAnimating => target != null;
|
||||
|
||||
public void Show(CanvasGroup canvasGroup, float duration, Action onComplete) {
|
||||
target = canvasGroup;
|
||||
this.duration = Mathf.Max(duration, 0.001f);
|
||||
elapsed = 0f;
|
||||
startScale = 0f;
|
||||
endScale = 1f;
|
||||
this.onComplete = onComplete;
|
||||
canvasGroup.transform.localScale = Vector3.zero;
|
||||
canvasGroup.alpha = 1f;
|
||||
}
|
||||
|
||||
public void Hide(CanvasGroup canvasGroup, float duration, Action onComplete) {
|
||||
target = canvasGroup;
|
||||
this.duration = Mathf.Max(duration, 0.001f);
|
||||
elapsed = 0f;
|
||||
startScale = 1f;
|
||||
endScale = 0f;
|
||||
this.onComplete = onComplete;
|
||||
}
|
||||
|
||||
public void Tick(float deltaTime) {
|
||||
if(target == null) {
|
||||
return;
|
||||
}
|
||||
|
||||
elapsed += deltaTime;
|
||||
var t = Mathf.Clamp01(elapsed / duration);
|
||||
var scale = Mathf.Lerp(startScale, endScale, t);
|
||||
target.transform.localScale = Vector3.one * scale;
|
||||
|
||||
if(t >= 1f) {
|
||||
var callback = onComplete;
|
||||
target = null;
|
||||
onComplete = null;
|
||||
callback?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Pass a factory function to the constructor so each category gets its own animator instance:
|
||||
|
||||
```csharp
|
||||
var popup = new PopupSystem(settings, viewPrefab, () => new ScalePopupAnimator());
|
||||
var popup = new PopupSystem(settings, viewPrefab, canvasRoot, () => new ScalePopupAnimator());
|
||||
```
|
||||
|
||||
## Prefab Setup
|
||||
|
||||
Build the `PopupReference` prefab with the following hierarchy. Reference prefabs are included in the `Samples~/Prefabs` folder.
|
||||
|
||||
```
|
||||
PopupReferencePrefab Canvas, CanvasGroup, CanvasScaler, PopupReference
|
||||
Background Image (popup background), ContentSizeFitter (V=Preferred)
|
||||
Content VerticalLayoutGroup (Control Child Size Width, Child Force Expand Width)
|
||||
Background Image, ContentSizeFitter (V=Preferred)
|
||||
Content VerticalLayoutGroup (Control Child Width, Force Expand Width)
|
||||
```
|
||||
|
||||
### Step 1: Root GameObject
|
||||
|
||||
1. Create a new GameObject named `PopupReferencePrefab`
|
||||
2. Add a `Canvas` component. Set **Render Mode** to **Screen Space - Overlay**
|
||||
3. Add a `CanvasScaler` with **Scale With Screen Size**, reference resolution matching your project (e.g. 1920x1080). This is needed for prefab editing; at runtime the nested Canvas inherits the parent's scaler
|
||||
4. Add a `CanvasGroup` component
|
||||
5. Add a `PopupReference` component (from `Jovian.PopupSystem.UI`)
|
||||
6. Set anchors to a single point (e.g. Min 0,1 Max 0,1), Pivot (0,1) for top-left origin
|
||||
7. Do **not** add a `ContentSizeFitter` to the root
|
||||
|
||||
### Step 2: Background
|
||||
|
||||
1. Create a child GameObject named `Background`
|
||||
2. Add an `Image` component. Set the image sprite/color to your desired popup background
|
||||
3. Add a `ContentSizeFitter` with **Horizontal Fit = Unconstrained** and **Vertical Fit = Preferred Size**
|
||||
4. Stretch the RectTransform to fill the root (anchors 0,0 to 1,1, offsets 0) or use point anchors with the ContentSizeFitter driving the size
|
||||
|
||||
### Step 3: Content container
|
||||
|
||||
1. Create a child of `Background` named `Content`
|
||||
2. Stretch the RectTransform to fill the Background (anchors 0,0 to 1,1, offsets for padding)
|
||||
3. Add a `VerticalLayoutGroup`:
|
||||
- **Control Child Size**: Width checked, Height unchecked
|
||||
- **Child Force Expand**: Width checked, Height unchecked
|
||||
- **Spacing**: 2 (or to taste)
|
||||
- **Padding**: as needed
|
||||
4. Do **not** add a `ContentSizeFitter` to Content. The VerticalLayoutGroup reports its preferred size to the parent Background's ContentSizeFitter
|
||||
|
||||
### Step 4: Element prefabs
|
||||
|
||||
Create these as separate prefabs. Do not add `ContentSizeFitter` to any element prefab:
|
||||
|
||||
| Prefab | Component | Notes |
|
||||
|---|---|---|
|
||||
| PopupHeader | `TMP_Text` | Bold, larger font size. Add `LayoutElement` if you need minimum height |
|
||||
| PopupText | `TMP_Text` | Regular body text, rich text enabled |
|
||||
| PopupStat | `RectTransform` with `HorizontalLayoutGroup` | Must have exactly two `TMP_Text` children: label (left) and value (right) |
|
||||
| PopupIcon | `Image` | For icons or artwork. Add `LayoutElement` with preferred height |
|
||||
| PopupSeparator | `Image` | Thin horizontal line. Add `LayoutElement` with preferred height = 1 or 2 |
|
||||
|
||||
### Step 5: Wire references
|
||||
|
||||
On the `PopupReference` component, assign:
|
||||
|
||||
- **Content**: the Content RectTransform
|
||||
- **Canvas Group**: the root CanvasGroup
|
||||
- **Background**: the Background RectTransform
|
||||
- **Header Prefab**: your PopupHeader prefab
|
||||
- **Text Prefab**: your PopupText prefab
|
||||
- **Stat Prefab**: your PopupStat prefab
|
||||
- **Image Prefab**: your PopupIcon prefab
|
||||
- **Separator Prefab**: your PopupSeparator prefab
|
||||
|
||||
Save as a prefab. The `maxPopupWidth` from `PopupSettings` is applied at runtime to constrain the popup's horizontal size. At runtime, when parented under a scene Canvas, the popup's own Canvas becomes a nested override Canvas inheriting the parent's scaling.
|
||||
1. **Root**: Canvas (Screen Space Overlay), CanvasScaler (Scale With Screen Size), CanvasGroup, PopupReference. Point anchors, no ContentSizeFitter.
|
||||
2. **Background**: Image, ContentSizeFitter (Vertical = Preferred).
|
||||
3. **Content**: Stretched to Background, VerticalLayoutGroup (Control Child Size Width, Child Force Expand Width), no ContentSizeFitter.
|
||||
4. **Element prefabs**: Create separate prefabs, register in PopupSettings under Element Prefabs with their `PopupElementType`. No ContentSizeFitter on element prefabs.
|
||||
5. **Wire PopupReference**: Assign Content, CanvasGroup, and Background fields.
|
||||
|
||||
## Optimization Notes
|
||||
|
||||
The popup system is designed for minimal runtime allocation:
|
||||
|
||||
- `PopupCategory` is a readonly struct with value semantics -- zero heap allocation on pass or comparison
|
||||
- `PopupContentBuilder` is a struct that operates directly on cached UI elements -- no intermediate data structures
|
||||
- Content elements use a **grow-only cache**: elements are activated/deactivated, never instantiated or destroyed after warmup. `GetStat` caches TMP_Text references in a struct to avoid `GetComponentsInChildren` on reuse
|
||||
- Delay timers and animation are driven by `float` fields in `Tick()` -- no coroutines, no `WaitForSeconds`
|
||||
- Screen rect calculation uses a static `Vector3[4]` buffer -- no per-frame array allocation
|
||||
- Layout rebuilds only occur when content changes (dirty flag), not on every position update
|
||||
- Each registered category gets its own `IPopupAnimator` instance, preventing state corruption during concurrent show/hide animations
|
||||
- `PopupCategory` and `PopupElementType` are value-type structs — zero heap allocation
|
||||
- `PopupContentBuilder` is a readonly struct operating directly on cached elements
|
||||
- Content elements use a **grow-only cache** keyed by `PopupElementType` — activate/deactivate, never destroy after warmup
|
||||
- Delay timers and animation driven by float fields in `Tick()` — no coroutines
|
||||
- Screen rect uses static `Vector3[4]` buffer — no per-frame allocation
|
||||
- Layout rebuilds only on content change (dirty flag)
|
||||
- Each category gets its own `IPopupAnimator` — no concurrent animation corruption
|
||||
- MonoBehaviour (`PopupReference`, `PopupTrigger`) holds references only; all behavior in plain C# classes (`PopupView`, `PopupTriggerView`)
|
||||
|
||||
## Samples
|
||||
|
||||
The `Samples~` folder contains ready-to-use reference material:
|
||||
The `Samples~` folder contains:
|
||||
|
||||
- **Prefabs**: PopupReferencePrefab and all element prefabs (header, text, stat, icon, separator) with correct component setup
|
||||
- **Settings**: Pre-configured PopupSettings asset with sensible defaults
|
||||
- **Scripts**: Three example scripts demonstrating different integration patterns:
|
||||
- `PopupSystemExample` -- auto-scanned triggers with `GetTrigger` and `GetTriggers`
|
||||
- `DynamicTriggersExample` -- runtime-instantiated UI with `InitializeTriggersInChildren`
|
||||
- `CodeOnlyPopupExample` -- showing popups from code (anchored, fixed position, follow mouse)
|
||||
- **Prefabs**: PopupReferencePrefab and all element prefabs
|
||||
- **Settings**: Pre-configured PopupSettings asset
|
||||
- **Scripts**: Three example scripts (auto-scanned triggers, dynamic triggers, code-only with variants)
|
||||
|
||||
Import via Unity Package Manager: select the package, expand Samples, click Import.
|
||||
|
||||
@@ -454,17 +314,20 @@ Import via Unity Package Manager: select the package, expand Samples, click Impo
|
||||
| Type | Namespace | Description |
|
||||
|---|---|---|
|
||||
| `IPopupSystem` | `Jovian.PopupSystem` | Main interface for showing/hiding popups. |
|
||||
| `PopupSystem` | `Jovian.PopupSystem` | Concrete implementation. Constructor: `(PopupSettings, PopupReference, Transform canvasParent, Func<IPopupAnimator>)`. Auto-scans triggers under canvasParent. Methods: `ScanTriggers`, `GetTrigger`, `GetTriggers`, `InitializeTriggersInChildren`. |
|
||||
| `PopupSettings` | `Jovian.PopupSystem` | ScriptableObject with all configuration fields. |
|
||||
| `PopupCategory` | `Jovian.PopupSystem` | Readonly struct identifying a popup channel. |
|
||||
| `PopupContentBuilder` | `Jovian.PopupSystem` | Fluent struct for building popup content in callbacks. |
|
||||
| `PopupSystem` | `Jovian.PopupSystem` | Implementation. Constructor: `(PopupSettings, PopupReference, Transform, Func<IPopupAnimator>)`. |
|
||||
| `PopupView` | `Jovian.PopupSystem` | Behavior class: generic element cache, positioning, visibility. |
|
||||
| `PopupSettings` | `Jovian.PopupSystem` | ScriptableObject configuration + element prefab registry. |
|
||||
| `PopupCategory` | `Jovian.PopupSystem` | Struct identifying a popup channel. |
|
||||
| `PopupElementType` | `Jovian.PopupSystem` | Struct identifying an element prefab type. Built-ins + Variant(). |
|
||||
| `PopupContentBuilder` | `Jovian.PopupSystem` | Fluent readonly struct for building content. |
|
||||
|
||||
### UI Types
|
||||
|
||||
| Type | Namespace | Description |
|
||||
|---|---|---|
|
||||
| `PopupReference` | `Jovian.PopupSystem.UI` | MonoBehaviour managing popup layout, pooling, and positioning. |
|
||||
| `PopupTrigger` | `Jovian.PopupSystem.UI` | MonoBehaviour for hover-based popup triggers on UI elements. |
|
||||
| `PopupReference` | `Jovian.PopupSystem.UI` | MonoBehaviour reference holder (content, canvasGroup, background). |
|
||||
| `PopupTrigger` | `Jovian.PopupSystem.UI` | MonoBehaviour reference holder for hover triggers. |
|
||||
| `PopupTriggerView` | `Jovian.PopupSystem` | Behavior handler for triggers (SetContent, pointer forwarding). |
|
||||
|
||||
### Animation Types
|
||||
|
||||
@@ -479,7 +342,3 @@ Import via Unity Package Manager: select the package, expand Samples, click Impo
|
||||
|---|---|
|
||||
| `AnchorSide` | `Below`, `Above`, `Left`, `Right` |
|
||||
| `PopupPositionMode` | `AnchorToElement`, `FollowMouse` |
|
||||
|
||||
## License
|
||||
|
||||
See the LICENSE file in the package root.
|
||||
|
||||
@@ -1,86 +1,114 @@
|
||||
using Jovian.PopupSystem.UI;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Jovian.PopupSystem {
|
||||
/// <summary>
|
||||
/// Fluent API struct for building popup content. Operates directly on cached elements
|
||||
/// inside a <see cref="PopupReference"/> — no intermediate allocations. Received in
|
||||
/// the build callback passed to <see cref="IPopupSystem.Show"/>.
|
||||
/// Fluent API struct for building popup content. Operates on the generic element cache
|
||||
/// inside a <see cref="PopupView"/>. Received in the build callback passed to
|
||||
/// <see cref="IPopupSystem.Show"/>. Use <see cref="Add"/> for fully custom elements,
|
||||
/// or convenience methods for common types.
|
||||
/// </summary>
|
||||
public struct PopupContentBuilder {
|
||||
readonly PopupReference view;
|
||||
public readonly struct PopupContentBuilder {
|
||||
readonly PopupView view;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a builder targeting the given popup reference.
|
||||
/// Creates a builder targeting the given popup view.
|
||||
/// </summary>
|
||||
public PopupContentBuilder(PopupReference view) {
|
||||
public PopupContentBuilder(PopupView view) {
|
||||
this.view = view;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a header text element (bold, larger font).
|
||||
/// Returns a cached or newly instantiated element by its registered type.
|
||||
/// Use this for fully custom or game-specific element types.
|
||||
/// </summary>
|
||||
public PopupContentBuilder AddHeader(string text) {
|
||||
var header = view.GetHeader();
|
||||
header.text = text;
|
||||
public GameObject Add(PopupElementType elementType) {
|
||||
return view.GetElement(elementType);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a text element using the given element type and sets its TMP_Text content.
|
||||
/// </summary>
|
||||
public PopupContentBuilder AddText(string text, PopupElementType elementType) {
|
||||
var go = view.GetElement(elementType);
|
||||
if(go == null) {
|
||||
return this;
|
||||
}
|
||||
var tmp = go.GetComponentInChildren<TMP_Text>();
|
||||
if(tmp) {
|
||||
tmp.text = text;
|
||||
}
|
||||
return this;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a body text element.
|
||||
/// Adds a colored text element using the given element type.
|
||||
/// Hex color can be with or without the # prefix.
|
||||
/// </summary>
|
||||
public PopupContentBuilder AddText(string text) {
|
||||
var label = view.GetText();
|
||||
label.text = text;
|
||||
return this;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a colored body text element. Hex color can be with or without the # prefix.
|
||||
/// </summary>
|
||||
public PopupContentBuilder AddText(string text, string hexColor) {
|
||||
var label = view.GetText();
|
||||
public PopupContentBuilder AddText(string text, string hexColor, PopupElementType elementType) {
|
||||
var go = view.GetElement(elementType);
|
||||
if(!go) {
|
||||
return this;
|
||||
}
|
||||
var tmp = go.GetComponentInChildren<TMP_Text>();
|
||||
if(!tmp) {
|
||||
return this;
|
||||
}
|
||||
var prefix = hexColor.Length > 0 && hexColor[0] == '#' ? "" : "#";
|
||||
label.text = $"<color={prefix}{hexColor}>{text}</color>";
|
||||
tmp.text = $"<color={prefix}{hexColor}>{text}</color>";
|
||||
return this;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a stat row with a label and integer value.
|
||||
/// Adds a name/value row using the given element type. The prefab must have
|
||||
/// exactly two TMP_Text children (label first, value second).
|
||||
/// </summary>
|
||||
public PopupContentBuilder AddStat(string label, int value) {
|
||||
var (labelText, valueText) = view.GetStat();
|
||||
labelText.text = label;
|
||||
valueText.text = value.ToString();
|
||||
return this;
|
||||
public PopupContentBuilder AddNameValue(string label, int value, PopupElementType elementType) {
|
||||
return AddNameValueInternal(elementType, label, value.ToString());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a stat row with a label and string value.
|
||||
/// Adds a name/value row using the given element type. The prefab must have
|
||||
/// exactly two TMP_Text children (label first, value second).
|
||||
/// </summary>
|
||||
public PopupContentBuilder AddStat(string label, string value) {
|
||||
var (labelText, valueText) = view.GetStat();
|
||||
labelText.text = label;
|
||||
valueText.text = value;
|
||||
public PopupContentBuilder AddNameValue(string label, string value, PopupElementType elementType) {
|
||||
return AddNameValueInternal(elementType, label, value);
|
||||
}
|
||||
|
||||
private PopupContentBuilder AddNameValueInternal(PopupElementType elementType, string label, string value) {
|
||||
var go = view.GetElement(elementType);
|
||||
if(go != null) {
|
||||
var children = go.GetComponentsInChildren<TMP_Text>(true);
|
||||
if(children.Length >= 2) {
|
||||
children[0].text = label;
|
||||
children[1].text = value;
|
||||
}
|
||||
}
|
||||
return this;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds an image element with the given sprite and optional height.
|
||||
/// </summary>
|
||||
public PopupContentBuilder AddImage(Sprite sprite, float height = 64f) {
|
||||
var image = view.GetImage();
|
||||
image.sprite = sprite;
|
||||
var rt = (RectTransform)image.transform;
|
||||
rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, height);
|
||||
public PopupContentBuilder AddImage(Sprite sprite, PopupElementType elementType, float height = 64f) {
|
||||
var go = view.GetElement(elementType);
|
||||
if(go != null) {
|
||||
var image = go.GetComponentInChildren<Image>();
|
||||
if(image != null) {
|
||||
image.sprite = sprite;
|
||||
var rt = (RectTransform)image.transform;
|
||||
rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, height);
|
||||
}
|
||||
}
|
||||
return this;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a horizontal separator line.
|
||||
/// Adds a separator element using the given element type.
|
||||
/// </summary>
|
||||
public PopupContentBuilder AddSeparator() {
|
||||
view.GetSeparator();
|
||||
public PopupContentBuilder AddSeparator(PopupElementType elementType) {
|
||||
view.GetElement(elementType);
|
||||
return this;
|
||||
}
|
||||
}
|
||||
|
||||
74
Packages/com.jovian.popup-system/Runtime/PopupElementType.cs
Normal file
74
Packages/com.jovian.popup-system/Runtime/PopupElementType.cs
Normal file
@@ -0,0 +1,74 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Jovian.PopupSystem {
|
||||
/// <summary>
|
||||
/// Value type identifying a popup element prefab. Compared by string ID using ordinal
|
||||
/// comparison. Built-in types cover common popup elements. Define custom types as static
|
||||
/// fields or create instances for game-specific elements and variants.
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public struct PopupElementType : IEquatable<PopupElementType> {
|
||||
[SerializeField] private string id;
|
||||
|
||||
/// <summary>The string identifier for this element type.</summary>
|
||||
public string Id => id;
|
||||
|
||||
public PopupElementType(string id) {
|
||||
this.id = id;
|
||||
}
|
||||
|
||||
// --- Built-in types ---
|
||||
|
||||
/// <summary>Bold header text element.</summary>
|
||||
public static readonly PopupElementType Header = new("header");
|
||||
|
||||
/// <summary>Body text element.</summary>
|
||||
public static readonly PopupElementType Text = new("text");
|
||||
|
||||
/// <summary>Label + value stat row element.</summary>
|
||||
public static readonly PopupElementType LabelValueText = new("label_value_text");
|
||||
|
||||
/// <summary>Image/icon element.</summary>
|
||||
public static readonly PopupElementType Image = new("image");
|
||||
|
||||
/// <summary>Horizontal separator line.</summary>
|
||||
public static readonly PopupElementType Separator = new("separator");
|
||||
|
||||
// --- Variant helper ---
|
||||
|
||||
/// <summary>
|
||||
/// Creates a variant of this element type by appending a suffix.
|
||||
/// e.g. <c>PopupElementType.Header.Variant("gold")</c> produces <c>"header_gold"</c>.
|
||||
/// </summary>
|
||||
public PopupElementType Variant(string variant) {
|
||||
return new PopupElementType($"{id}_{variant}");
|
||||
}
|
||||
|
||||
// --- Equality ---
|
||||
|
||||
public bool Equals(PopupElementType other) {
|
||||
return string.Equals(id, other.id, StringComparison.Ordinal);
|
||||
}
|
||||
|
||||
public override bool Equals(object obj) {
|
||||
return obj is PopupElementType other && Equals(other);
|
||||
}
|
||||
|
||||
public override int GetHashCode() {
|
||||
return id != null ? id.GetHashCode() : 0;
|
||||
}
|
||||
|
||||
public override string ToString() {
|
||||
return id ?? string.Empty;
|
||||
}
|
||||
|
||||
public static bool operator ==(PopupElementType left, PopupElementType right) {
|
||||
return left.Equals(right);
|
||||
}
|
||||
|
||||
public static bool operator !=(PopupElementType left, PopupElementType right) {
|
||||
return !left.Equals(right);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5ba7e78e3d930334a935a600a8f67ded
|
||||
@@ -24,12 +24,33 @@ namespace Jovian.PopupSystem {
|
||||
public float touchHoldDuration = 0.6f;
|
||||
public bool gamepadFocusTrigger = true;
|
||||
|
||||
[Header("Element Prefabs")]
|
||||
public List<PopupElementEntry> elementPrefabs = new();
|
||||
|
||||
[Header("Priority")]
|
||||
public List<CategoryPriority> categoryPriorities = new();
|
||||
|
||||
[Header("Per-Category Overrides")]
|
||||
public List<CategoryDelay> categoryDelayOverrides = new();
|
||||
|
||||
private Dictionary<PopupElementType, GameObject> prefabLookup;
|
||||
|
||||
/// <summary>
|
||||
/// Returns the element prefab registered under the given type, or null if not found.
|
||||
/// </summary>
|
||||
public GameObject GetPrefab(PopupElementType elementType) {
|
||||
if(prefabLookup == null) {
|
||||
prefabLookup = new Dictionary<PopupElementType, GameObject>();
|
||||
foreach(var entry in elementPrefabs) {
|
||||
if(!string.IsNullOrEmpty(entry.type.Id) && entry.prefab != null) {
|
||||
prefabLookup[entry.type] = entry.prefab;
|
||||
}
|
||||
}
|
||||
}
|
||||
prefabLookup.TryGetValue(elementType, out var result);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the configured priority for a category, or 0 if not configured.
|
||||
/// </summary>
|
||||
@@ -55,6 +76,12 @@ namespace Jovian.PopupSystem {
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public sealed class PopupElementEntry {
|
||||
public PopupElementType type;
|
||||
public GameObject prefab;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public sealed class CategoryPriority {
|
||||
public PopupCategory category;
|
||||
|
||||
@@ -189,8 +189,8 @@ namespace Jovian.PopupSystem {
|
||||
/// <inheritdoc />
|
||||
public void Dispose() {
|
||||
foreach(var kvp in categories) {
|
||||
if(kvp.Value.view != null) {
|
||||
Object.Destroy(kvp.Value.view.gameObject);
|
||||
if(kvp.Value.view?.Reference != null) {
|
||||
Object.Destroy(kvp.Value.view.Reference.gameObject);
|
||||
}
|
||||
}
|
||||
categories.Clear();
|
||||
@@ -210,7 +210,7 @@ namespace Jovian.PopupSystem {
|
||||
// Force full layout rebuild so positioning has correct size on first show
|
||||
Canvas.ForceUpdateCanvases();
|
||||
LayoutRebuilder.ForceRebuildLayoutImmediate(state.view.Content);
|
||||
LayoutRebuilder.ForceRebuildLayoutImmediate((RectTransform)state.view.transform);
|
||||
LayoutRebuilder.ForceRebuildLayoutImmediate((RectTransform)state.view.Transform);
|
||||
|
||||
if(state.pendingScreenPos.HasValue) {
|
||||
state.view.SetFixedPosition(state.pendingScreenPos.Value, settings.screenEdgePadding);
|
||||
@@ -234,21 +234,21 @@ namespace Jovian.PopupSystem {
|
||||
return;
|
||||
}
|
||||
|
||||
PopupReference popupRef;
|
||||
if(canvasParent != null) {
|
||||
// Parent under existing scene Canvas — nested Canvas inherits CanvasScaler
|
||||
state.view = Object.Instantiate(viewPrefab, canvasParent);
|
||||
popupRef = Object.Instantiate(viewPrefab, canvasParent);
|
||||
}
|
||||
else {
|
||||
state.view = Object.Instantiate(viewPrefab);
|
||||
popupRef = Object.Instantiate(viewPrefab);
|
||||
}
|
||||
|
||||
// Configure Canvas as override sorting so it renders on top
|
||||
var canvas = state.view.GetComponent<Canvas>();
|
||||
var canvas = popupRef.GetComponent<Canvas>();
|
||||
if(canvas != null) {
|
||||
canvas.overrideSorting = true;
|
||||
canvas.sortingOrder = settings.sortingOrder;
|
||||
}
|
||||
|
||||
state.view = new PopupView(popupRef, settings);
|
||||
state.view.SetVisible(false);
|
||||
state.view.SetMaxWidth(settings.maxPopupWidth);
|
||||
}
|
||||
@@ -266,7 +266,7 @@ namespace Jovian.PopupSystem {
|
||||
}
|
||||
|
||||
private sealed class ViewState {
|
||||
public PopupReference view;
|
||||
public PopupView view;
|
||||
public IPopupAnimator animator;
|
||||
public int priority;
|
||||
public float delay;
|
||||
|
||||
224
Packages/com.jovian.popup-system/Runtime/PopupView.cs
Normal file
224
Packages/com.jovian.popup-system/Runtime/PopupView.cs
Normal file
@@ -0,0 +1,224 @@
|
||||
using System.Collections.Generic;
|
||||
using Jovian.PopupSystem.UI;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Jovian.PopupSystem {
|
||||
/// <summary>
|
||||
/// Behavior class for a popup view. Manages the generic grow-only element cache,
|
||||
/// positioning, visibility, and layout. Operates on a <see cref="PopupReference"/>
|
||||
/// MonoBehaviour for scene references.
|
||||
/// </summary>
|
||||
public sealed class PopupView {
|
||||
readonly PopupReference reference;
|
||||
readonly PopupSettings settings;
|
||||
|
||||
// Generic element cache: keyed by element type
|
||||
readonly Dictionary<PopupElementType, List<GameObject>> elementCache = new();
|
||||
readonly Dictionary<PopupElementType, int> elementIndex = new();
|
||||
|
||||
// Positioning state
|
||||
PopupPositionMode positionMode;
|
||||
RectTransform anchorTarget;
|
||||
AnchorSide anchorSide;
|
||||
Vector2 followOffset;
|
||||
float screenEdgePadding;
|
||||
float maxWidth;
|
||||
bool isVisible;
|
||||
bool layoutDirty;
|
||||
Canvas rootCanvas;
|
||||
Camera canvasCamera;
|
||||
|
||||
/// <summary>The underlying MonoBehaviour reference holder.</summary>
|
||||
public PopupReference Reference => reference;
|
||||
|
||||
/// <summary>The CanvasGroup for animation control.</summary>
|
||||
public CanvasGroup CanvasGroup => reference.CanvasGroup;
|
||||
|
||||
/// <summary>The content RectTransform where elements are parented.</summary>
|
||||
public RectTransform Content => reference.Content;
|
||||
|
||||
/// <summary>The root Transform of the popup GameObject.</summary>
|
||||
public Transform Transform => reference.transform;
|
||||
|
||||
/// <summary>Whether the popup is currently visible.</summary>
|
||||
public bool IsVisible => isVisible;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new popup view wrapping the given reference and settings.
|
||||
/// </summary>
|
||||
public PopupView(PopupReference reference, PopupSettings settings) {
|
||||
this.reference = reference;
|
||||
this.settings = settings;
|
||||
}
|
||||
|
||||
// --- Element cache (generic, grow-only) ---
|
||||
|
||||
/// <summary>
|
||||
/// Returns the next available cached element for the given type, or instantiates
|
||||
/// a new one from the settings prefab registry. The element is activated and placed
|
||||
/// at the end of the content layout.
|
||||
/// </summary>
|
||||
public GameObject GetElement(PopupElementType elementType) {
|
||||
if(!elementCache.TryGetValue(elementType, out var cache)) {
|
||||
cache = new List<GameObject>();
|
||||
elementCache[elementType] = cache;
|
||||
elementIndex[elementType] = 0;
|
||||
}
|
||||
|
||||
var index = elementIndex[elementType];
|
||||
if(index < cache.Count) {
|
||||
var existing = cache[index];
|
||||
existing.SetActive(true);
|
||||
existing.transform.SetAsLastSibling();
|
||||
elementIndex[elementType] = index + 1;
|
||||
return existing;
|
||||
}
|
||||
|
||||
var prefab = settings.GetPrefab(elementType);
|
||||
if(prefab == null) {
|
||||
Debug.LogWarning($"[PopupView] No prefab registered for element '{elementType}'");
|
||||
return null;
|
||||
}
|
||||
|
||||
var created = Object.Instantiate(prefab, reference.Content);
|
||||
created.SetActive(true);
|
||||
created.transform.SetAsLastSibling();
|
||||
cache.Add(created);
|
||||
elementIndex[elementType] = index + 1;
|
||||
return created;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Deactivates all cached content elements and marks layout as dirty.
|
||||
/// </summary>
|
||||
public void ClearContent() {
|
||||
foreach(var kvp in elementCache) {
|
||||
var cache = kvp.Value;
|
||||
var activeCount = elementIndex[kvp.Key];
|
||||
for(int i = 0; i < activeCount; i++) {
|
||||
cache[i].SetActive(false);
|
||||
}
|
||||
elementIndex[kvp.Key] = 0;
|
||||
}
|
||||
layoutDirty = true;
|
||||
}
|
||||
|
||||
// --- Visibility ---
|
||||
|
||||
/// <summary>Shows or hides the popup GameObject. Resets alpha to 0 when hiding.</summary>
|
||||
public void SetVisible(bool visible) {
|
||||
isVisible = visible;
|
||||
reference.gameObject.SetActive(visible);
|
||||
if(!visible) {
|
||||
reference.CanvasGroup.alpha = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Constrains the popup's horizontal size to the given maximum width in pixels.</summary>
|
||||
public void SetMaxWidth(float maxPopupWidth) {
|
||||
maxWidth = maxPopupWidth;
|
||||
if(maxWidth > 0f) {
|
||||
var rt = (RectTransform)reference.transform;
|
||||
var size = rt.sizeDelta;
|
||||
size.x = Mathf.Min(size.x, maxWidth);
|
||||
rt.sizeDelta = size;
|
||||
}
|
||||
}
|
||||
|
||||
// --- Positioning ---
|
||||
|
||||
/// <summary>Configures the popup to anchor to a target element on the specified side.</summary>
|
||||
public void SetAnchorMode(RectTransform target, AnchorSide side, float edgePadding) {
|
||||
positionMode = PopupPositionMode.AnchorToElement;
|
||||
anchorTarget = target;
|
||||
anchorSide = side;
|
||||
screenEdgePadding = edgePadding;
|
||||
}
|
||||
|
||||
/// <summary>Configures the popup to follow the mouse cursor with the given offset.</summary>
|
||||
public void SetFollowMouseMode(Vector2 offset, float edgePadding) {
|
||||
positionMode = PopupPositionMode.FollowMouse;
|
||||
followOffset = offset;
|
||||
screenEdgePadding = edgePadding;
|
||||
}
|
||||
|
||||
/// <summary>Positions the popup at a fixed screen coordinate with edge clamping.</summary>
|
||||
public void SetFixedPosition(Vector2 screenPos, float edgePadding) {
|
||||
positionMode = PopupPositionMode.AnchorToElement;
|
||||
anchorTarget = null;
|
||||
screenEdgePadding = edgePadding;
|
||||
PositionAtScreenPoint(screenPos);
|
||||
}
|
||||
|
||||
/// <summary>Updates the popup position based on the current mode (follow mouse or anchored).</summary>
|
||||
public void UpdatePosition() {
|
||||
if(positionMode == PopupPositionMode.FollowMouse) {
|
||||
PositionAtScreenPoint(Mouse.current.position.ReadValue() + followOffset);
|
||||
}
|
||||
else if(anchorTarget != null) {
|
||||
PositionAnchoredTo(anchorTarget, anchorSide);
|
||||
}
|
||||
}
|
||||
|
||||
private void CacheCanvas() {
|
||||
if(rootCanvas != null) {
|
||||
return;
|
||||
}
|
||||
rootCanvas = reference.GetComponentInParent<Canvas>()?.rootCanvas;
|
||||
canvasCamera = rootCanvas != null && rootCanvas.renderMode != RenderMode.ScreenSpaceOverlay
|
||||
? rootCanvas.worldCamera : null;
|
||||
}
|
||||
|
||||
private void PositionAnchoredTo(RectTransform target, AnchorSide side) {
|
||||
CacheCanvas();
|
||||
var targetRect = GetScreenRect(target, canvasCamera);
|
||||
var popupRect = GetScreenRect((RectTransform)reference.transform, canvasCamera);
|
||||
var popupSize = popupRect.size;
|
||||
|
||||
var pos = side switch {
|
||||
AnchorSide.Below => new Vector2(targetRect.center.x - popupSize.x * 0.5f, targetRect.yMin - popupSize.y),
|
||||
AnchorSide.Above => new Vector2(targetRect.center.x - popupSize.x * 0.5f, targetRect.yMax),
|
||||
AnchorSide.Left => new Vector2(targetRect.xMin - popupSize.x, targetRect.center.y - popupSize.y * 0.5f),
|
||||
AnchorSide.Right => new Vector2(targetRect.xMax, targetRect.center.y - popupSize.y * 0.5f),
|
||||
_ => targetRect.center
|
||||
};
|
||||
|
||||
PositionAtScreenPoint(pos);
|
||||
}
|
||||
|
||||
private void PositionAtScreenPoint(Vector2 screenPos) {
|
||||
CacheCanvas();
|
||||
var rt = (RectTransform)reference.transform;
|
||||
if(layoutDirty) {
|
||||
LayoutRebuilder.ForceRebuildLayoutImmediate(reference.Content);
|
||||
layoutDirty = false;
|
||||
}
|
||||
var popupSize = GetScreenRect(rt, canvasCamera).size;
|
||||
|
||||
// Clamp to screen
|
||||
screenPos.x = Mathf.Clamp(screenPos.x, screenEdgePadding, Screen.width - popupSize.x - screenEdgePadding);
|
||||
screenPos.y = Mathf.Clamp(screenPos.y, screenEdgePadding, Screen.height - popupSize.y - screenEdgePadding);
|
||||
|
||||
// Convert screen position to parent local space
|
||||
var parentRt = rt.parent as RectTransform;
|
||||
if(parentRt != null) {
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(parentRt, screenPos, canvasCamera, out var localPos);
|
||||
rt.localPosition = localPos;
|
||||
}
|
||||
else {
|
||||
rt.position = screenPos;
|
||||
}
|
||||
}
|
||||
|
||||
private static readonly Vector3[] cornersBuffer = new Vector3[4];
|
||||
|
||||
private static Rect GetScreenRect(RectTransform rt, Camera camera) {
|
||||
rt.GetWorldCorners(cornersBuffer);
|
||||
var min = RectTransformUtility.WorldToScreenPoint(camera, cornersBuffer[0]);
|
||||
var max = RectTransformUtility.WorldToScreenPoint(camera, cornersBuffer[2]);
|
||||
return new Rect(min, max - min);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 18ebd1b0205e20440aa4c4991b43cc46
|
||||
@@ -1,253 +1,23 @@
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Jovian.PopupSystem.UI {
|
||||
/// <summary>
|
||||
/// MonoBehaviour reference holder for a popup view. Manages the grow-only element cache,
|
||||
/// screen positioning, and visibility. One instance per registered <see cref="PopupCategory"/>.
|
||||
/// Reference-only MonoBehaviour for a popup prefab. Holds serialized scene references
|
||||
/// to the content container, canvas group, and background. All behavior is in
|
||||
/// <see cref="PopupView"/>.
|
||||
/// </summary>
|
||||
public class PopupReference : MonoBehaviour {
|
||||
[SerializeField] RectTransform content;
|
||||
[SerializeField] CanvasGroup canvasGroup;
|
||||
[SerializeField] RectTransform background;
|
||||
|
||||
[Header("Element Prefabs")]
|
||||
[SerializeField] TMP_Text headerPrefab;
|
||||
[SerializeField] TMP_Text textPrefab;
|
||||
[SerializeField] RectTransform statPrefab; // horizontal layout with label + value TMP_Text children
|
||||
[SerializeField] Image imagePrefab;
|
||||
[SerializeField] Image separatorPrefab;
|
||||
|
||||
// Element caches (grow-only)
|
||||
readonly List<TMP_Text> headerCache = new();
|
||||
readonly List<TMP_Text> textCache = new();
|
||||
readonly List<StatEntry> statCache = new();
|
||||
readonly List<Image> imageCache = new();
|
||||
readonly List<Image> separatorCache = new();
|
||||
|
||||
struct StatEntry {
|
||||
public RectTransform root;
|
||||
public TMP_Text label;
|
||||
public TMP_Text value;
|
||||
}
|
||||
|
||||
int headerIndex;
|
||||
int textIndex;
|
||||
int statIndex;
|
||||
int imageIndex;
|
||||
int separatorIndex;
|
||||
|
||||
// Positioning state
|
||||
PopupPositionMode positionMode;
|
||||
RectTransform anchorTarget;
|
||||
AnchorSide anchorSide;
|
||||
Vector2 followOffset;
|
||||
float screenEdgePadding;
|
||||
float maxWidth;
|
||||
bool isVisible;
|
||||
bool layoutDirty;
|
||||
Canvas rootCanvas;
|
||||
Camera canvasCamera;
|
||||
|
||||
public CanvasGroup CanvasGroup => canvasGroup;
|
||||
/// <summary>The content RectTransform where popup elements are parented.</summary>
|
||||
public RectTransform Content => content;
|
||||
public bool IsVisible => isVisible;
|
||||
|
||||
/// <summary>Constrains the popup's horizontal size to the given maximum width in pixels.</summary>
|
||||
public void SetMaxWidth(float maxPopupWidth) {
|
||||
maxWidth = maxPopupWidth;
|
||||
if(maxWidth > 0f) {
|
||||
var rt = (RectTransform)transform;
|
||||
var size = rt.sizeDelta;
|
||||
size.x = Mathf.Min(size.x, maxWidth);
|
||||
rt.sizeDelta = size;
|
||||
}
|
||||
}
|
||||
/// <summary>The CanvasGroup for fade animation control.</summary>
|
||||
public CanvasGroup CanvasGroup => canvasGroup;
|
||||
|
||||
/// <summary>Shows or hides the popup GameObject. Resets alpha to 0 when hiding.</summary>
|
||||
public void SetVisible(bool visible) {
|
||||
isVisible = visible;
|
||||
gameObject.SetActive(visible);
|
||||
if(!visible) {
|
||||
canvasGroup.alpha = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Deactivates all cached content elements and marks layout as dirty.</summary>
|
||||
public void ClearContent() {
|
||||
DeactivateRange(headerCache, ref headerIndex);
|
||||
DeactivateRange(textCache, ref textIndex);
|
||||
for(int i = 0; i < statIndex; i++) {
|
||||
statCache[i].root.gameObject.SetActive(false);
|
||||
}
|
||||
statIndex = 0;
|
||||
DeactivateRange(imageCache, ref imageIndex);
|
||||
DeactivateRange(separatorCache, ref separatorIndex);
|
||||
layoutDirty = true;
|
||||
}
|
||||
|
||||
private static void DeactivateRange<T>(List<T> cache, ref int index) where T : Component {
|
||||
for(int i = 0; i < index; i++) {
|
||||
cache[i].gameObject.SetActive(false);
|
||||
}
|
||||
index = 0;
|
||||
}
|
||||
|
||||
// --- Element access (grow-only) ---
|
||||
|
||||
/// <summary>Returns the next available header element from the cache, or creates one.</summary>
|
||||
public TMP_Text GetHeader() {
|
||||
return GetOrCreate(headerCache, headerPrefab, ref headerIndex);
|
||||
}
|
||||
|
||||
/// <summary>Returns the next available text element from the cache, or creates one.</summary>
|
||||
public TMP_Text GetText() {
|
||||
return GetOrCreate(textCache, textPrefab, ref textIndex);
|
||||
}
|
||||
|
||||
/// <summary>Returns the next available stat row (label + value pair) from the cache, or creates one.</summary>
|
||||
public (TMP_Text label, TMP_Text value) GetStat() {
|
||||
if(statIndex < statCache.Count) {
|
||||
var existing = statCache[statIndex];
|
||||
existing.root.gameObject.SetActive(true);
|
||||
existing.root.SetAsLastSibling();
|
||||
statIndex++;
|
||||
return (existing.label, existing.value);
|
||||
}
|
||||
|
||||
var created = Instantiate(statPrefab, content);
|
||||
created.gameObject.SetActive(true);
|
||||
created.SetAsLastSibling();
|
||||
var children = created.GetComponentsInChildren<TMP_Text>(true);
|
||||
var entry = new StatEntry { root = created, label = children[0], value = children[1] };
|
||||
statCache.Add(entry);
|
||||
statIndex++;
|
||||
return (entry.label, entry.value);
|
||||
}
|
||||
|
||||
/// <summary>Returns the next available image element from the cache, or creates one.</summary>
|
||||
public Image GetImage() {
|
||||
return GetOrCreate(imageCache, imagePrefab, ref imageIndex);
|
||||
}
|
||||
|
||||
/// <summary>Returns the next available separator element from the cache, or creates one.</summary>
|
||||
public Image GetSeparator() {
|
||||
return GetOrCreate(separatorCache, separatorPrefab, ref separatorIndex);
|
||||
}
|
||||
|
||||
private T GetOrCreate<T>(List<T> cache, T prefab, ref int index) where T : Component {
|
||||
if(index < cache.Count) {
|
||||
var existing = cache[index];
|
||||
existing.gameObject.SetActive(true);
|
||||
existing.transform.SetAsLastSibling();
|
||||
index++;
|
||||
return existing;
|
||||
}
|
||||
|
||||
var created = Instantiate(prefab, content);
|
||||
created.gameObject.SetActive(true);
|
||||
created.transform.SetAsLastSibling();
|
||||
cache.Add(created);
|
||||
index++;
|
||||
return created;
|
||||
}
|
||||
|
||||
// --- Positioning ---
|
||||
|
||||
/// <summary>Configures the popup to anchor to a target element on the specified side.</summary>
|
||||
public void SetAnchorMode(RectTransform target, AnchorSide side, float edgePadding) {
|
||||
positionMode = PopupPositionMode.AnchorToElement;
|
||||
anchorTarget = target;
|
||||
anchorSide = side;
|
||||
screenEdgePadding = edgePadding;
|
||||
}
|
||||
|
||||
/// <summary>Configures the popup to follow the mouse cursor with the given offset.</summary>
|
||||
public void SetFollowMouseMode(Vector2 offset, float edgePadding) {
|
||||
positionMode = PopupPositionMode.FollowMouse;
|
||||
followOffset = offset;
|
||||
screenEdgePadding = edgePadding;
|
||||
}
|
||||
|
||||
/// <summary>Positions the popup at a fixed screen coordinate with edge clamping.</summary>
|
||||
public void SetFixedPosition(Vector2 screenPos, float edgePadding) {
|
||||
positionMode = PopupPositionMode.AnchorToElement;
|
||||
anchorTarget = null;
|
||||
screenEdgePadding = edgePadding;
|
||||
PositionAtScreenPoint(screenPos);
|
||||
}
|
||||
|
||||
/// <summary>Updates the popup position based on the current mode (follow mouse or anchored).</summary>
|
||||
public void UpdatePosition() {
|
||||
if(positionMode == PopupPositionMode.FollowMouse) {
|
||||
PositionAtScreenPoint(Mouse.current.position.ReadValue() + followOffset);
|
||||
}
|
||||
else if(anchorTarget != null) {
|
||||
PositionAnchoredTo(anchorTarget, anchorSide);
|
||||
}
|
||||
}
|
||||
|
||||
private void CacheCanvas() {
|
||||
if(rootCanvas != null) {
|
||||
return;
|
||||
}
|
||||
rootCanvas = GetComponentInParent<Canvas>()?.rootCanvas;
|
||||
canvasCamera = rootCanvas != null && rootCanvas.renderMode != RenderMode.ScreenSpaceOverlay
|
||||
? rootCanvas.worldCamera : null;
|
||||
}
|
||||
|
||||
private void PositionAnchoredTo(RectTransform target, AnchorSide side) {
|
||||
CacheCanvas();
|
||||
var targetRect = GetScreenRect(target, canvasCamera);
|
||||
var popupRect = GetScreenRect((RectTransform)transform, canvasCamera);
|
||||
var popupSize = popupRect.size;
|
||||
|
||||
var pos = side switch {
|
||||
AnchorSide.Below => new Vector2(targetRect.center.x - popupSize.x * 0.5f, targetRect.yMin - popupSize.y),
|
||||
AnchorSide.Above => new Vector2(targetRect.center.x - popupSize.x * 0.5f, targetRect.yMax),
|
||||
AnchorSide.Left => new Vector2(targetRect.xMin - popupSize.x, targetRect.center.y - popupSize.y * 0.5f),
|
||||
AnchorSide.Right => new Vector2(targetRect.xMax, targetRect.center.y - popupSize.y * 0.5f),
|
||||
_ => targetRect.center
|
||||
};
|
||||
|
||||
PositionAtScreenPoint(pos);
|
||||
}
|
||||
|
||||
private void PositionAtScreenPoint(Vector2 screenPos) {
|
||||
CacheCanvas();
|
||||
var rt = (RectTransform)transform;
|
||||
if(layoutDirty) {
|
||||
LayoutRebuilder.ForceRebuildLayoutImmediate(content);
|
||||
layoutDirty = false;
|
||||
}
|
||||
var popupSize = GetScreenRect(rt, canvasCamera).size;
|
||||
|
||||
// Clamp to screen
|
||||
screenPos.x = Mathf.Clamp(screenPos.x, screenEdgePadding, Screen.width - popupSize.x - screenEdgePadding);
|
||||
screenPos.y = Mathf.Clamp(screenPos.y, screenEdgePadding, Screen.height - popupSize.y - screenEdgePadding);
|
||||
|
||||
// Convert screen position to parent local space
|
||||
var parentRt = rt.parent as RectTransform;
|
||||
if(parentRt != null) {
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(parentRt, screenPos, canvasCamera, out var localPos);
|
||||
rt.localPosition = localPos;
|
||||
}
|
||||
else {
|
||||
rt.position = screenPos;
|
||||
}
|
||||
}
|
||||
|
||||
private static readonly Vector3[] cornersBuffer = new Vector3[4];
|
||||
|
||||
private static Rect GetScreenRect(RectTransform rt, Camera camera) {
|
||||
rt.GetWorldCorners(cornersBuffer);
|
||||
// Convert world corners to screen space
|
||||
var min = RectTransformUtility.WorldToScreenPoint(camera, cornersBuffer[0]);
|
||||
var max = RectTransformUtility.WorldToScreenPoint(camera, cornersBuffer[2]);
|
||||
return new Rect(min, max - min);
|
||||
}
|
||||
/// <summary>The background RectTransform that sizes to content.</summary>
|
||||
public RectTransform Background => background;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -39,7 +39,7 @@ RectTransform:
|
||||
m_AnchorMin: {x: 0, y: 1}
|
||||
m_AnchorMax: {x: 0, y: 1}
|
||||
m_AnchoredPosition: {x: 0, y: 0}
|
||||
m_SizeDelta: {x: 300, y: 500}
|
||||
m_SizeDelta: {x: 300, y: 0}
|
||||
m_Pivot: {x: 0, y: 1}
|
||||
--- !u!225 &1835601435911948781
|
||||
CanvasGroup:
|
||||
@@ -68,11 +68,6 @@ MonoBehaviour:
|
||||
content: {fileID: 176628901263125209}
|
||||
canvasGroup: {fileID: 1835601435911948781}
|
||||
background: {fileID: 8899521584296352500}
|
||||
headerPrefab: {fileID: 6612787789151041457, guid: dfc1bc0bd5b4905409615c3e770a5b77, type: 3}
|
||||
textPrefab: {fileID: 2506259255305457008, guid: bfa97c92d1878cc448ddc7dc456f4b17, type: 3}
|
||||
statPrefab: {fileID: 1843470073663794312, guid: 5882db210c62d8647858933649f64c29, type: 3}
|
||||
imagePrefab: {fileID: 7093821785826926595, guid: 5e715f4b614d02b4fa0b4d3fcfe3c053, type: 3}
|
||||
separatorPrefab: {fileID: 4190588985333916705, guid: 7ccdfa1a2079db044be4b1684303ec7f, type: 3}
|
||||
--- !u!223 &3081303906751693297
|
||||
Canvas:
|
||||
m_ObjectHideFlags: 0
|
||||
@@ -219,14 +214,14 @@ MonoBehaviour:
|
||||
m_Name:
|
||||
m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.Image
|
||||
m_Material: {fileID: 0}
|
||||
m_Color: {r: 0.31132078, g: 0.22780241, b: 0.16006587, a: 1}
|
||||
m_Color: {r: 0.1509434, g: 0.116711326, b: 0.088999644, a: 1}
|
||||
m_RaycastTarget: 1
|
||||
m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
|
||||
m_Maskable: 1
|
||||
m_OnCullStateChanged:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
m_Sprite: {fileID: 10905, guid: 0000000000000000f000000000000000, type: 0}
|
||||
m_Sprite: {fileID: 21300000, guid: 52125a3c3df558448a5af5a04dbf8d2d, type: 3}
|
||||
m_Type: 1
|
||||
m_PreserveAspect: 0
|
||||
m_FillCenter: 1
|
||||
|
||||
@@ -4,16 +4,18 @@
|
||||
|
||||
### Prefabs
|
||||
|
||||
Reference prefabs for the popup system. Copy these into your project as a starting point.
|
||||
Reference prefabs for the popup system. Copy these into your project as a starting point. After copying, add entries to your `PopupSettings` asset's Element Prefabs list mapping `PopupElementType` values to these prefabs.
|
||||
|
||||
| Prefab | Description |
|
||||
|---|---|
|
||||
| `PopupReferencePrefab` | Main popup container with Canvas, CanvasGroup, Background, and Content |
|
||||
| `PopupHeader` | Header text element (TMP_Text, bold, larger font) |
|
||||
| `PopupText` | Body text element (TMP_Text, regular) |
|
||||
| `PopupStat` | Stat row element (HorizontalLayoutGroup with label + value TMP_Text) |
|
||||
| `PopupIcon` | Image element for icons or artwork |
|
||||
| `PopupSeparator` | Horizontal divider line (Image, thin) |
|
||||
| Prefab | PopupElementType | Description |
|
||||
|---|---|---|
|
||||
| `PopupReferencePrefab` | N/A | Main popup container with Canvas, CanvasGroup, Background, and Content |
|
||||
| `PopupHeader` | `Header` ("header") | Header text element (TMP_Text, bold, larger font) |
|
||||
| `PopupText` | `Text` ("text") | Body text element (TMP_Text, regular) |
|
||||
| `PopupStat` | `LabelValueText` ("label_value_text") | Label + value row (HorizontalLayoutGroup with two TMP_Text children) |
|
||||
| `PopupIcon` | `Image` ("image") | Image element for icons or artwork |
|
||||
| `PopupSeparator` | `Separator` ("separator") | Horizontal divider line (Image, thin) |
|
||||
|
||||
To add variants, duplicate a prefab, style it differently, and register it with a variant type. Use `PopupElementType.Header.Variant("gold")` in code, and set the type to "header_gold" in the PopupSettings Inspector.
|
||||
|
||||
### Settings
|
||||
|
||||
@@ -25,13 +27,32 @@ Reference prefabs for the popup system. Copy these into your project as a starti
|
||||
|
||||
| Script | Description |
|
||||
|---|---|
|
||||
| `PopupSystemExample` | Basic setup with auto-scanned triggers, GetTrigger by name, and GetTriggers by category |
|
||||
| `DynamicTriggersExample` | Setting up triggers on dynamically instantiated UI using InitializeTriggersInChildren |
|
||||
| `CodeOnlyPopupExample` | Showing popups from code without PopupTrigger (anchored, fixed position, follow mouse) |
|
||||
| `PopupSystemExample` | Basic setup with auto-scanned triggers, `GetTriggerHandler` by name, and `GetTriggerHandlers` by category |
|
||||
| `DynamicTriggersExample` | Setting up triggers on dynamically instantiated UI using `InitializeTriggersInChildren` with (trigger, view) callback |
|
||||
| `CodeOnlyPopupExample` | Showing popups from code (anchored, fixed position, follow mouse), `PopupElementType` variants, and generic `Add()` for custom types |
|
||||
|
||||
### Architecture Overview
|
||||
|
||||
```
|
||||
PopupTrigger (MonoBehaviour) -- reference holder, forwards pointer events
|
||||
|
|
||||
PopupTriggerView (C# class) -- behavior: calls IPopupSystem.Show/Hide
|
||||
|
|
||||
IPopupSystem / PopupSystem -- manages categories, delays, priority, triggers
|
||||
|
|
||||
PopupView (C# class) -- behavior: generic element cache, positioning
|
||||
|
|
||||
PopupReference (MonoBehaviour) -- reference holder: content, canvasGroup, background
|
||||
|
|
||||
PopupSettings (ScriptableObject) -- configuration + element prefab registry (PopupElementType -> prefab)
|
||||
|
|
||||
PopupElementType (struct) -- type-safe element identifier (Header, Text, LabelValueText, Image, Separator + custom)
|
||||
```
|
||||
|
||||
## How to use
|
||||
|
||||
1. Import the samples via the Unity Package Manager (select the package, expand Samples, click Import)
|
||||
2. Copy the prefabs into your project's Prefabs folder
|
||||
3. Create a PopupSettings asset or use the provided one
|
||||
4. Reference the example scripts for integration patterns
|
||||
4. Add Element Prefab entries to PopupSettings using the dropdown (Header, Text, LabelValueText, Image, Separator) mapped to the copied prefabs
|
||||
5. Reference the example scripts for integration patterns
|
||||
|
||||
@@ -7,6 +7,7 @@ using UnityEngine;
|
||||
///
|
||||
/// Use this approach for confirmation dialogs, tutorial tips, or any popup
|
||||
/// that is triggered by game logic rather than hover events.
|
||||
/// Also demonstrates PopupElementType variants and the generic Add() method.
|
||||
/// </summary>
|
||||
public class CodeOnlyPopupExample : MonoBehaviour {
|
||||
[SerializeField] PopupSettings popupSettings;
|
||||
@@ -14,6 +15,9 @@ public class CodeOnlyPopupExample : MonoBehaviour {
|
||||
[SerializeField] Transform canvasRoot;
|
||||
[SerializeField] RectTransform targetElement;
|
||||
|
||||
// Custom element type defined in game code
|
||||
static readonly PopupElementType BadgeElement = new("badge");
|
||||
|
||||
IPopupSystem popupSystem;
|
||||
|
||||
void Start() {
|
||||
@@ -24,12 +28,12 @@ public class CodeOnlyPopupExample : MonoBehaviour {
|
||||
void Update() {
|
||||
popupSystem?.Tick(Time.deltaTime);
|
||||
|
||||
// Show anchored to an element on key press
|
||||
// Show anchored to an element
|
||||
if(Input.GetKeyDown(KeyCode.Alpha1)) {
|
||||
popupSystem.Show(PopupCategory.General, builder => {
|
||||
builder
|
||||
.AddHeader("Anchored Popup")
|
||||
.AddText("This popup is anchored to a UI element.");
|
||||
.AddText("Anchored Popup", PopupElementType.Header)
|
||||
.AddText("This popup is anchored to a UI element.", PopupElementType.Text);
|
||||
}, targetElement, AnchorSide.Right);
|
||||
}
|
||||
|
||||
@@ -37,8 +41,8 @@ public class CodeOnlyPopupExample : MonoBehaviour {
|
||||
if(Input.GetKeyDown(KeyCode.Alpha2)) {
|
||||
popupSystem.ShowAtPosition(PopupCategory.General, builder => {
|
||||
builder
|
||||
.AddHeader("Fixed Position")
|
||||
.AddText("This popup appears at the center of the screen.");
|
||||
.AddText("Fixed Position", PopupElementType.Header)
|
||||
.AddText("This popup appears at the center of the screen.", PopupElementType.Text);
|
||||
}, new Vector2(Screen.width * 0.5f, Screen.height * 0.5f));
|
||||
}
|
||||
|
||||
@@ -46,12 +50,36 @@ public class CodeOnlyPopupExample : MonoBehaviour {
|
||||
if(Input.GetKeyDown(KeyCode.Alpha3)) {
|
||||
popupSystem.Show(PopupCategory.General, builder => {
|
||||
builder
|
||||
.AddHeader("Follow Mouse")
|
||||
.AddText("This popup follows the cursor.");
|
||||
.AddText("Follow Mouse", PopupElementType.Header)
|
||||
.AddText("This popup follows the cursor.", PopupElementType.Text);
|
||||
});
|
||||
}
|
||||
|
||||
// Hide on key press
|
||||
// Demonstrate variant elements
|
||||
// Requires "header_gold" and "separator_thick" entries in PopupSettings.elementPrefabs
|
||||
if(Input.GetKeyDown(KeyCode.Alpha4)) {
|
||||
popupSystem.Show(PopupCategory.General, builder => {
|
||||
builder
|
||||
.AddText("Legendary Item", PopupElementType.Header.Variant("gold"))
|
||||
.AddSeparator(PopupElementType.Separator.Variant("thick"))
|
||||
.AddNameValue("Damage", "150", PopupElementType.LabelValueText)
|
||||
.AddText("A weapon forged in dragon fire.", "FF6600", PopupElementType.Text);
|
||||
}, targetElement, AnchorSide.Below);
|
||||
}
|
||||
|
||||
// Demonstrate generic Add() for fully custom elements
|
||||
// Requires a "badge" entry in PopupSettings.elementPrefabs
|
||||
if(Input.GetKeyDown(KeyCode.Alpha5)) {
|
||||
popupSystem.Show(PopupCategory.General, builder => {
|
||||
builder.AddText("Custom Element", PopupElementType.Header);
|
||||
var badge = builder.Add(BadgeElement);
|
||||
if(badge != null) {
|
||||
// Access any components on the custom prefab
|
||||
// badge.GetComponent<MyBadgeComponent>().SetData(...);
|
||||
}
|
||||
}, targetElement);
|
||||
}
|
||||
|
||||
if(Input.GetKeyDown(KeyCode.Escape)) {
|
||||
popupSystem.HideAll();
|
||||
}
|
||||
|
||||
@@ -6,7 +6,9 @@ using UnityEngine;
|
||||
/// Example: Using PopupSystem with dynamically instantiated UI elements.
|
||||
///
|
||||
/// When UI elements are created at runtime (e.g. inventory slots, party member portraits),
|
||||
/// use InitializeTriggersInChildren to scan and bind triggers after instantiation.
|
||||
/// use InitializeTriggersInChildren to scan, bind, and configure triggers after instantiation.
|
||||
/// The callback receives both the trigger (MonoBehaviour, for hierarchy queries) and the
|
||||
/// view (behavior handler, for setting content).
|
||||
/// </summary>
|
||||
public class DynamicTriggersExample : MonoBehaviour {
|
||||
[SerializeField] PopupSettings popupSettings;
|
||||
@@ -21,21 +23,17 @@ public class DynamicTriggersExample : MonoBehaviour {
|
||||
popupSystem = new PopupSystem(popupSettings, popupReferencePrefab, canvasRoot);
|
||||
popupSystem.RegisterCategory(PopupCategory.Item, priority: 5);
|
||||
|
||||
// Simulate creating dynamic UI slots
|
||||
for(int i = 0; i < 5; i++) {
|
||||
Instantiate(slotPrefab, slotsContainer);
|
||||
}
|
||||
|
||||
// Scan the container for any PopupTrigger components on the new slots.
|
||||
// Each trigger is automatically bound to the popup system.
|
||||
// The configure callback lets you set content per trigger.
|
||||
popupSystem.InitializeTriggersInChildren(slotsContainer, trigger => {
|
||||
popupSystem.InitializeTriggersInChildren(slotsContainer, (trigger, view) => {
|
||||
var slotName = trigger.gameObject.name;
|
||||
trigger.SetContent(builder => {
|
||||
view.SetContent(builder => {
|
||||
builder
|
||||
.AddHeader(slotName)
|
||||
.AddSeparator()
|
||||
.AddText("This is a dynamically created slot.");
|
||||
.AddText(slotName, PopupElementType.Header)
|
||||
.AddSeparator(PopupElementType.Separator)
|
||||
.AddText("This is a dynamically created slot.", PopupElementType.Text);
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
@@ -9,7 +9,10 @@ using UnityEngine;
|
||||
/// 2. Assign the PopupSettings asset and PopupReference prefab.
|
||||
/// 3. Set canvasRoot to the root Canvas that contains your UI and PopupTrigger components.
|
||||
/// 4. Place PopupTrigger components on any UI elements that should show popups on hover.
|
||||
/// 5. The system auto-scans triggers on creation. Use SetContent() to provide data.
|
||||
/// 5. The system auto-scans triggers on creation. Use GetTriggerHandler() to set content.
|
||||
///
|
||||
/// Element prefabs are configured in PopupSettings via PopupElementType.
|
||||
/// Add entries mapping types (header, text, label_value_text, separator, image) to prefabs.
|
||||
/// </summary>
|
||||
public class PopupSystemExample : MonoBehaviour {
|
||||
[SerializeField] PopupSettings popupSettings;
|
||||
@@ -19,52 +22,46 @@ public class PopupSystemExample : MonoBehaviour {
|
||||
IPopupSystem popupSystem;
|
||||
|
||||
void Start() {
|
||||
// Create the system. Passing canvasRoot auto-scans all PopupTrigger components.
|
||||
popupSystem = new PopupSystem(popupSettings, popupReferencePrefab, canvasRoot);
|
||||
|
||||
// Register categories before showing popups.
|
||||
popupSystem.RegisterCategory(PopupCategory.Character, priority: 10);
|
||||
popupSystem.RegisterCategory(PopupCategory.Item, priority: 5);
|
||||
popupSystem.RegisterCategory(PopupCategory.General, priority: 1);
|
||||
|
||||
// Option A: Set content on an auto-scanned trigger by GameObject name.
|
||||
var characterTrigger = popupSystem.GetTrigger("CharacterPortrait");
|
||||
if(characterTrigger != null) {
|
||||
characterTrigger.SetContent(builder => {
|
||||
builder
|
||||
.AddHeader("Kael")
|
||||
.AddText("Human Warrior", "CCCCCC")
|
||||
.AddSeparator()
|
||||
.AddStat("Health", 55)
|
||||
.AddStat("Mana", 42)
|
||||
.AddStat("Level", 1)
|
||||
.AddSeparator()
|
||||
.AddStat("Might", 8)
|
||||
.AddStat("Reflex", 2)
|
||||
.AddStat("Knowledge", 5)
|
||||
.AddStat("Perception", 1);
|
||||
});
|
||||
}
|
||||
// Set content on an auto-scanned trigger by GameObject name.
|
||||
var characterHandler = popupSystem.GetTriggerHandler("CharacterPortrait");
|
||||
characterHandler?.SetContent(builder => {
|
||||
builder
|
||||
.AddText("Kael", PopupElementType.Header)
|
||||
.AddText("Human Warrior", "CCCCCC", PopupElementType.Text)
|
||||
.AddSeparator(PopupElementType.Separator)
|
||||
.AddNameValue("Health", 55, PopupElementType.LabelValueText)
|
||||
.AddNameValue("Mana", 42, PopupElementType.LabelValueText)
|
||||
.AddNameValue("Level", 1, PopupElementType.LabelValueText)
|
||||
.AddSeparator(PopupElementType.Separator)
|
||||
.AddNameValue("Might", 8, PopupElementType.LabelValueText)
|
||||
.AddNameValue("Reflex", 2, PopupElementType.LabelValueText)
|
||||
.AddNameValue("Knowledge", 5, PopupElementType.LabelValueText)
|
||||
.AddNameValue("Perception", 1, PopupElementType.LabelValueText);
|
||||
});
|
||||
|
||||
// Option B: Set content on all triggers of a category.
|
||||
foreach(var trigger in popupSystem.GetTriggers(PopupCategory.Item)) {
|
||||
trigger.SetContent(builder => {
|
||||
// Set content on all triggers of a category.
|
||||
foreach(var handler in popupSystem.GetTriggerHandlers(PopupCategory.Item)) {
|
||||
handler.SetContent(builder => {
|
||||
builder
|
||||
.AddHeader("Health Potion")
|
||||
.AddSeparator()
|
||||
.AddText("Restores a moderate amount of health.")
|
||||
.AddStat("Heal Amount", 50);
|
||||
.AddText("Health Potion", PopupElementType.Header)
|
||||
.AddSeparator(PopupElementType.Separator)
|
||||
.AddText("Restores a moderate amount of health.", PopupElementType.Text)
|
||||
.AddNameValue("Heal Amount", 50, PopupElementType.LabelValueText);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
void Update() {
|
||||
// Tick drives delay timers and animations.
|
||||
popupSystem?.Tick(Time.deltaTime);
|
||||
}
|
||||
|
||||
void OnDestroy() {
|
||||
// Clean up all popup views.
|
||||
popupSystem?.Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -21,6 +21,22 @@ MonoBehaviour:
|
||||
followMouseOffset: {x: 15, y: -15}
|
||||
touchHoldDuration: 0.6
|
||||
gamepadFocusTrigger: 1
|
||||
elementPrefabs:
|
||||
- type:
|
||||
id: header
|
||||
prefab: {fileID: 7034836061828108288, guid: dfc1bc0bd5b4905409615c3e770a5b77, type: 3}
|
||||
- type:
|
||||
id: image
|
||||
prefab: {fileID: 5887814251614319338, guid: 5e715f4b614d02b4fa0b4d3fcfe3c053, type: 3}
|
||||
- type:
|
||||
id: label_value_text
|
||||
prefab: {fileID: 6770634903822758885, guid: 7ccdfa1a2079db044be4b1684303ec7f, type: 3}
|
||||
- type:
|
||||
id: separator
|
||||
prefab: {fileID: 6770634903822758885, guid: 7ccdfa1a2079db044be4b1684303ec7f, type: 3}
|
||||
- type:
|
||||
id: text
|
||||
prefab: {fileID: 3157287847714375358, guid: bfa97c92d1878cc448ddc7dc456f4b17, type: 3}
|
||||
categoryPriorities:
|
||||
- category:
|
||||
id: Character
|
||||
|
||||
Reference in New Issue
Block a user