forked from Shardstone/trail-into-darkness
486 lines
18 KiB
Markdown
486 lines
18 KiB
Markdown
# 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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## Requirements
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- Unity 2022.3 or later
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- TextMeshPro 3.0.6+
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- Input System 1.18.0+
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- Newtonsoft JSON 3.2.1+
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Install via the Unity Package Manager by adding the package from its local path or from a git URL.
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## Quick Start
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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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### 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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### 3. Create and use PopupSystem
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```csharp
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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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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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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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});
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// Option B: 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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}, anchorRect, AnchorSide.Right);
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// Tick each frame (typically in Update or a game-state loop).
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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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popup.Dispose();
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```
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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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### Built-in categories
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```csharp
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PopupCategory.Character // Character tooltips
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PopupCategory.Item // Item tooltips
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PopupCategory.Skill // Skill tooltips
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PopupCategory.General // General-purpose tooltips
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```
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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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| Field | Type | Default | Description |
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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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## PopupContentBuilder
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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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### Available methods
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```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
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```
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### Full example
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```csharp
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popup.Show(PopupCategory.Skill, builder => {
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builder
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.AddHeader("Fireball")
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.AddText("Hurls a ball of fire that explodes on impact.")
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.AddSeparator()
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.AddStat("Damage", 120)
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.AddStat("Mana Cost", 35)
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.AddStat("Range", "15m")
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.AddSeparator()
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.AddText("Requires: Level 5", "FF6666");
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}, targetRect);
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```
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All elements are drawn from a grow-only pool inside `PopupReference`. No allocations occur once the pool is warmed.
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## PopupTrigger
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`PopupTrigger` is a MonoBehaviour you attach to UI elements to get hover-based popup behavior automatically. It implements `IPointerEnterHandler` and `IPointerExitHandler`.
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### Inspector fields
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| Field | Type | Description |
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|---|---|---|
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| `category` | PopupCategory | Which category channel to use. |
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| `anchorSide` | AnchorSide | Which side of this element to anchor the popup. |
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| `positionMode` | PopupPositionMode | `AnchorToElement` or `FollowMouse`. |
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### Approach 1: Auto-scanned triggers (recommended for static UI)
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When you pass a `canvasRoot` to the `PopupSystem` constructor, it auto-scans all `PopupTrigger` components and binds them. You only need to set content:
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```csharp
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var popup = new PopupSystem(settings, viewPrefab, canvasRoot);
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popup.RegisterCategory(PopupCategory.Character);
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// Find a trigger by its GameObject name and set content
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var trigger = popup.GetTrigger("HeroPortrait");
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trigger?.SetContent(builder => {
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builder.AddHeader("Kael").AddStat("Health", 55);
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});
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// Or set content on all triggers of a category
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foreach(var t in popup.GetTriggers(PopupCategory.Item)) {
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t.SetContent(builder => builder.AddHeader("Item"));
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}
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```
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### Approach 2: Dynamic triggers (for runtime-created UI)
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For UI elements instantiated at runtime (inventory slots, party portraits), use `InitializeTriggersInChildren` after instantiation:
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```csharp
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// After instantiating slot prefabs under a container:
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popup.InitializeTriggersInChildren(slotsContainer, trigger => {
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var slotData = trigger.GetComponentInParent<SlotComponent>();
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trigger.SetContent(builder => {
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builder.AddHeader(slotData.itemName);
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});
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});
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```
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This scans, binds, and registers all triggers under the parent, then calls the callback on each.
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### Approach 3: Full manual initialization
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For complete control, bypass auto-scan and initialize triggers directly:
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```csharp
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var trigger = button.GetComponent<PopupTrigger>();
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trigger.Initialize(popupSystem, builder => {
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builder.AddHeader("Attack").AddStat("Damage", 25);
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});
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// Or with a category override:
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trigger.Initialize(popupSystem, PopupCategory.Skill, builder => {
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builder.AddHeader("Fireball");
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});
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```
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### Updating content
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To change content on an already-initialized trigger without re-binding:
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```csharp
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trigger.SetContent(builder => {
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builder.AddHeader("Attack").AddStat("Damage", newDamageValue);
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});
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// UpdateContent is an alias for SetContent
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trigger.UpdateContent(builder => { ... });
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```
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## Code-Only Triggers
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You do not need `PopupTrigger` to show popups. Call `IPopupSystem` methods directly:
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### Anchor to a RectTransform
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```csharp
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popupSystem.Show(PopupCategory.Item, builder => {
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builder.AddHeader("Iron Sword");
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}, inventorySlotRect, AnchorSide.Right);
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```
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### Follow the mouse cursor
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Pass no anchor argument:
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```csharp
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popupSystem.Show(PopupCategory.General, builder => {
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builder.AddText("Click to interact");
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});
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```
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### Show at a fixed screen position
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```csharp
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popupSystem.ShowAtPosition(PopupCategory.General, builder => {
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builder.AddText("Tutorial tip");
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}, new Vector2(Screen.width * 0.5f, Screen.height * 0.5f));
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```
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### Hide
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```csharp
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popupSystem.Hide(PopupCategory.Item); // Hide a specific category
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popupSystem.HideAll(); // Hide all categories
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```
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## Priority System
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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:
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```csharp
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popup.RegisterCategory(PopupCategory.Character, priority: 10);
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popup.RegisterCategory(PopupCategory.Item, priority: 5);
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popup.RegisterCategory(PopupCategory.General, priority: 1);
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```
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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.
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Settings-based priorities (from `PopupSettings.categoryPriorities`) take precedence over the `priority` argument in `RegisterCategory`.
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## Lifecycle Integration
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The popup system is designed to be created per game state, not as a global singleton. Each game state owns its own `IPopupSystem` instance:
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```csharp
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// In your game state initialization:
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var guiCanvas = guiReferences.GetComponentInParent<Canvas>().transform;
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var popupSystem = new PopupSystem(popupSettings, popupViewPrefab, guiCanvas);
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popupSystem.RegisterCategory(PopupCategory.Character, priority: 10);
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popupSystem.RegisterCategory(PopupCategory.Item, priority: 5);
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// All PopupTrigger components under guiCanvas are auto-scanned and bound.
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// Pass popupSystem to views/play modes via constructor DI.
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// In your game state's Tick/Update:
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popupSystem.Tick(Time.deltaTime);
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// When the game state exits:
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popupSystem.Dispose(); // destroys all popup view GameObjects
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```
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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.
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## IPopupAnimator
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The popup system uses `IPopupAnimator` for show/hide transitions. The default implementation is `FadePopupAnimator`, which lerps the `CanvasGroup.alpha` over the configured `fadeDuration`.
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### Interface
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```csharp
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public interface IPopupAnimator {
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void Show(CanvasGroup canvasGroup, float duration, Action onComplete);
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void Hide(CanvasGroup canvasGroup, float duration, Action onComplete);
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void Tick(float deltaTime);
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bool IsAnimating { get; }
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}
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```
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### Custom animator example
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```csharp
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public sealed class ScalePopupAnimator : IPopupAnimator {
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private CanvasGroup target;
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private float duration;
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private float elapsed;
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private float startScale;
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private float endScale;
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private Action onComplete;
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public bool IsAnimating => target != null;
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public void Show(CanvasGroup canvasGroup, float duration, Action onComplete) {
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target = canvasGroup;
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this.duration = Mathf.Max(duration, 0.001f);
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elapsed = 0f;
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startScale = 0f;
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endScale = 1f;
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this.onComplete = onComplete;
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canvasGroup.transform.localScale = Vector3.zero;
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canvasGroup.alpha = 1f;
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}
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public void Hide(CanvasGroup canvasGroup, float duration, Action onComplete) {
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target = canvasGroup;
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this.duration = Mathf.Max(duration, 0.001f);
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elapsed = 0f;
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startScale = 1f;
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endScale = 0f;
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this.onComplete = onComplete;
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}
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public void Tick(float deltaTime) {
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if(target == null) {
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return;
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}
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elapsed += deltaTime;
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var t = Mathf.Clamp01(elapsed / duration);
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var scale = Mathf.Lerp(startScale, endScale, t);
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target.transform.localScale = Vector3.one * scale;
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if(t >= 1f) {
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var callback = onComplete;
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target = null;
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onComplete = null;
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callback?.Invoke();
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}
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}
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}
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```
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Pass a factory function to the constructor so each category gets its own animator instance:
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```csharp
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var popup = new PopupSystem(settings, viewPrefab, () => new ScalePopupAnimator());
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```
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## Prefab Setup
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Build the `PopupReference` prefab with the following hierarchy. Reference prefabs are included in the `Samples~/Prefabs` folder.
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```
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PopupReferencePrefab Canvas, CanvasGroup, CanvasScaler, PopupReference
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Background Image (popup background), ContentSizeFitter (V=Preferred)
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Content VerticalLayoutGroup (Control Child Size Width, Child Force Expand Width)
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```
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### Step 1: Root GameObject
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1. Create a new GameObject named `PopupReferencePrefab`
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2. Add a `Canvas` component. Set **Render Mode** to **Screen Space - Overlay**
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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
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4. Add a `CanvasGroup` component
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5. Add a `PopupReference` component (from `Jovian.PopupSystem.UI`)
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6. Set anchors to a single point (e.g. Min 0,1 Max 0,1), Pivot (0,1) for top-left origin
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7. Do **not** add a `ContentSizeFitter` to the root
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### Step 2: Background
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1. Create a child GameObject named `Background`
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2. Add an `Image` component. Set the image sprite/color to your desired popup background
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3. Add a `ContentSizeFitter` with **Horizontal Fit = Unconstrained** and **Vertical Fit = Preferred Size**
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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
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### Step 3: Content container
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1. Create a child of `Background` named `Content`
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2. Stretch the RectTransform to fill the Background (anchors 0,0 to 1,1, offsets for padding)
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3. Add a `VerticalLayoutGroup`:
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- **Control Child Size**: Width checked, Height unchecked
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- **Child Force Expand**: Width checked, Height unchecked
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- **Spacing**: 2 (or to taste)
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- **Padding**: as needed
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4. Do **not** add a `ContentSizeFitter` to Content. The VerticalLayoutGroup reports its preferred size to the parent Background's ContentSizeFitter
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### Step 4: Element prefabs
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Create these as separate prefabs. Do not add `ContentSizeFitter` to any element prefab:
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| Prefab | Component | Notes |
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| PopupHeader | `TMP_Text` | Bold, larger font size. Add `LayoutElement` if you need minimum height |
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| PopupText | `TMP_Text` | Regular body text, rich text enabled |
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| PopupStat | `RectTransform` with `HorizontalLayoutGroup` | Must have exactly two `TMP_Text` children: label (left) and value (right) |
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| PopupIcon | `Image` | For icons or artwork. Add `LayoutElement` with preferred height |
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| PopupSeparator | `Image` | Thin horizontal line. Add `LayoutElement` with preferred height = 1 or 2 |
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### Step 5: Wire references
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On the `PopupReference` component, assign:
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- **Content**: the Content RectTransform
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- **Canvas Group**: the root CanvasGroup
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- **Background**: the Background RectTransform
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- **Header Prefab**: your PopupHeader prefab
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- **Text Prefab**: your PopupText prefab
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- **Stat Prefab**: your PopupStat prefab
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- **Image Prefab**: your PopupIcon prefab
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- **Separator Prefab**: your PopupSeparator prefab
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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.
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## Optimization Notes
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The popup system is designed for minimal runtime allocation:
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- `PopupCategory` is a readonly struct with value semantics -- zero heap allocation on pass or comparison
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- `PopupContentBuilder` is a struct that operates directly on cached UI elements -- no intermediate data structures
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- 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
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- Delay timers and animation are driven by `float` fields in `Tick()` -- no coroutines, no `WaitForSeconds`
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- Screen rect calculation uses a static `Vector3[4]` buffer -- no per-frame array allocation
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- Layout rebuilds only occur when content changes (dirty flag), not on every position update
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- Each registered category gets its own `IPopupAnimator` instance, preventing state corruption during concurrent show/hide animations
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## Samples
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The `Samples~` folder contains ready-to-use reference material:
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- **Prefabs**: PopupReferencePrefab and all element prefabs (header, text, stat, icon, separator) with correct component setup
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- **Settings**: Pre-configured PopupSettings asset with sensible defaults
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- **Scripts**: Three example scripts demonstrating different integration patterns:
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- `PopupSystemExample` -- auto-scanned triggers with `GetTrigger` and `GetTriggers`
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- `DynamicTriggersExample` -- runtime-instantiated UI with `InitializeTriggersInChildren`
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- `CodeOnlyPopupExample` -- showing popups from code (anchored, fixed position, follow mouse)
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Import via Unity Package Manager: select the package, expand Samples, click Import.
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## API Reference
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### Core Types
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| Type | Namespace | Description |
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|---|---|---|
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| `IPopupSystem` | `Jovian.PopupSystem` | Main interface for showing/hiding popups. |
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| `PopupSystem` | `Jovian.PopupSystem` | Concrete implementation. Constructor: `(PopupSettings, PopupReference, Transform canvasParent, Func<IPopupAnimator>)`. Auto-scans triggers under canvasParent. Methods: `ScanTriggers`, `GetTrigger`, `GetTriggers`, `InitializeTriggersInChildren`. |
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| `PopupSettings` | `Jovian.PopupSystem` | ScriptableObject with all configuration fields. |
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| `PopupCategory` | `Jovian.PopupSystem` | Readonly struct identifying a popup channel. |
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| `PopupContentBuilder` | `Jovian.PopupSystem` | Fluent struct for building popup content in callbacks. |
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### UI Types
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| Type | Namespace | Description |
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|---|---|---|
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| `PopupReference` | `Jovian.PopupSystem.UI` | MonoBehaviour managing popup layout, pooling, and positioning. |
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| `PopupTrigger` | `Jovian.PopupSystem.UI` | MonoBehaviour for hover-based popup triggers on UI elements. |
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### Animation Types
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| Type | Namespace | Description |
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|---|---|---|
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| `IPopupAnimator` | `Jovian.PopupSystem` | Interface for custom show/hide animations. |
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| `FadePopupAnimator` | `Jovian.PopupSystem` | Default fade animation via CanvasGroup alpha. |
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### Enums
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| Type | Values |
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|---|---|
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| `AnchorSide` | `Below`, `Above`, `Left`, `Right` |
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| `PopupPositionMode` | `AnchorToElement`, `FollowMouse` |
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## License
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See the LICENSE file in the package root.
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