Made the popup system a lot more generic

This commit is contained in:
Sebastian Bularca
2026-04-06 20:38:58 +02:00
parent fa7659d905
commit cfe202da44
21 changed files with 840 additions and 682 deletions

View File

@@ -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();
}
}