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README.md
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README.md
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# unity-popup-system
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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 generic element cache, type-safe element identifiers, 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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- 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**. 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.
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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. canvasRoot auto-scans all PopupTrigger components.
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var popup = new PopupSystem(settings, viewPrefab, canvasRoot);
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popup.RegisterCategory(PopupCategory.Item);
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popup.RegisterCategory(PopupCategory.Character);
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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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.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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// Or show a popup directly from code.
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popup.Show(PopupCategory.Item, builder => {
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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.
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popup.Tick(Time.deltaTime);
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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.
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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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```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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## PopupSettings
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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 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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Fluent API struct for composing popup content. All methods take a `PopupElementType` to identify which prefab to use.
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### Methods
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```csharp
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// 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);
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builder.AddText("Colored text", "#FFD700", PopupElementType.Text);
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// Name/Value — sets two TMP_Text children (label + value)
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builder.AddNameValue("Damage", 120, PopupElementType.LabelValueText);
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builder.AddNameValue("Range", "15m", PopupElementType.LabelValueText);
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// Image — sets sprite and height
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builder.AddImage(iconSprite, PopupElementType.Image, 64f);
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// Separator
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builder.AddSeparator(PopupElementType.Separator);
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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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.AddText("Fireball", PopupElementType.Header)
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.AddText("Hurls a ball of fire.", PopupElementType.Text)
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.AddSeparator(PopupElementType.Separator)
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.AddNameValue("Damage", 120, PopupElementType.LabelValueText)
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.AddNameValue("Mana Cost", 35, PopupElementType.LabelValueText)
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.AddSeparator(PopupElementType.Separator)
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.AddText("Requires: Level 5", "FF6666", PopupElementType.Text);
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}, targetRect);
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```
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## PopupTrigger
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MonoBehaviour attached to UI elements for hover-based popups. Forwards pointer events to a `PopupTriggerView` behavior handler.
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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 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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```csharp
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var popup = new PopupSystem(settings, viewPrefab, canvasRoot);
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popup.RegisterCategory(PopupCategory.Character);
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// GetTriggerHandler returns PopupTriggerView (the behavior handler)
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var handler = popup.GetTriggerHandler("HeroPortrait");
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handler?.SetContent(builder => {
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builder
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.AddText("Kael", PopupElementType.Header)
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.AddNameValue("Health", 55, PopupElementType.LabelValueText);
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});
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// Or all handlers for a category
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foreach(var h in popup.GetTriggerHandlers(PopupCategory.Item)) {
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h.SetContent(builder => builder.AddText("Item", PopupElementType.Header));
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}
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```
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### Approach 2: Dynamic triggers (for runtime-created UI)
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```csharp
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popup.InitializeTriggersInChildren(slotsContainer, (trigger, view) => {
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var slotData = trigger.GetComponentInParent<SlotComponent>();
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view.SetContent(builder => {
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builder.AddText(slotData.itemName, PopupElementType.Header);
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});
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});
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```
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### Approach 3: Code-only (no PopupTrigger needed)
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```csharp
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// Anchored
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popupSystem.Show(PopupCategory.Item, builder => { ... }, targetRect, AnchorSide.Right);
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// Follow mouse
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popupSystem.Show(PopupCategory.General, builder => { ... });
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// Fixed screen position
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popupSystem.ShowAtPosition(PopupCategory.General, builder => { ... }, screenPos);
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// Hide
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popupSystem.Hide(PopupCategory.Item);
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popupSystem.HideAll();
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```
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## Priority System
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Higher priority categories dismiss lower ones when shown:
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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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```
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Settings-based priorities take precedence over registration arguments.
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## Lifecycle Integration
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Created per game state, not as a singleton:
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```csharp
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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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// Tick each frame
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popupSystem.Tick(Time.deltaTime);
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// Dispose on state exit
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popupSystem.Dispose();
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```
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## IPopupAnimator
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Extensible show/hide animation interface. Default: `FadePopupAnimator` (alpha lerp). Pass a factory to the constructor:
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```csharp
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var popup = new PopupSystem(settings, viewPrefab, canvasRoot, () => new ScalePopupAnimator());
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```
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## Prefab Setup
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```
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PopupReferencePrefab Canvas, CanvasGroup, CanvasScaler, PopupReference
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Background Image, ContentSizeFitter (V=Preferred)
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Content VerticalLayoutGroup (Control Child Width, Force Expand Width)
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```
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1. **Root**: Canvas (Screen Space Overlay), CanvasScaler (Scale With Screen Size), CanvasGroup, PopupReference. Point anchors, no ContentSizeFitter.
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2. **Background**: Image, ContentSizeFitter (Vertical = Preferred).
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3. **Content**: Stretched to Background, VerticalLayoutGroup (Control Child Size Width, Child Force Expand Width), no ContentSizeFitter.
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4. **Element prefabs**: Create separate prefabs, register in PopupSettings under Element Prefabs with their `PopupElementType`. No ContentSizeFitter on element prefabs.
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5. **Wire PopupReference**: Assign Content, CanvasGroup, and Background fields.
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## Optimization Notes
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- `PopupCategory` and `PopupElementType` are value-type structs — zero heap allocation
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- `PopupContentBuilder` is a readonly struct operating directly on cached elements
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- Content elements use a **grow-only cache** keyed by `PopupElementType` — activate/deactivate, never destroy after warmup
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- Delay timers and animation driven by float fields in `Tick()` — no coroutines
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- Screen rect uses static `Vector3[4]` buffer — no per-frame allocation
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- Layout rebuilds only on content change (dirty flag)
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- Each category gets its own `IPopupAnimator` — no concurrent animation corruption
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- MonoBehaviour (`PopupReference`, `PopupTrigger`) holds references only; all behavior in plain C# classes (`PopupView`, `PopupTriggerView`)
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## Samples
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The `Samples~` folder contains:
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- **Prefabs**: PopupReferencePrefab and all element prefabs
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- **Settings**: Pre-configured PopupSettings asset
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- **Scripts**: Three example scripts (auto-scanned triggers, dynamic triggers, code-only with variants)
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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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| `IPopupSystem` | `Jovian.PopupSystem` | Main interface for showing/hiding popups. |
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| `PopupSystem` | `Jovian.PopupSystem` | Implementation. Constructor: `(PopupSettings, PopupReference, Transform, Func<IPopupAnimator>)`. |
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| `PopupView` | `Jovian.PopupSystem` | Behavior class: generic element cache, positioning, visibility. |
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| `PopupSettings` | `Jovian.PopupSystem` | ScriptableObject configuration + element prefab registry. |
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| `PopupCategory` | `Jovian.PopupSystem` | Struct identifying a popup channel. |
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| `PopupElementType` | `Jovian.PopupSystem` | Struct identifying an element prefab type. Built-ins + Variant(). |
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| `PopupContentBuilder` | `Jovian.PopupSystem` | Fluent readonly struct for building content. |
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### UI Types
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| Type | Namespace | Description |
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| `PopupReference` | `Jovian.PopupSystem.UI` | MonoBehaviour reference holder (content, canvasGroup, background). |
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| `PopupTrigger` | `Jovian.PopupSystem.UI` | MonoBehaviour reference holder for hover triggers. |
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| `PopupTriggerView` | `Jovian.PopupSystem` | Behavior handler for triggers (SetContent, pointer forwarding). |
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### Animation Types
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| Type | Namespace | Description |
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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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| `AnchorSide` | `Below`, `Above`, `Left`, `Right` |
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| `PopupPositionMode` | `AnchorToElement`, `FollowMouse` |
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