added code from unity
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48
Samples~/Scripts/DynamicTriggersExample.cs
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48
Samples~/Scripts/DynamicTriggersExample.cs
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using Jovian.PopupSystem;
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using Jovian.PopupSystem.UI;
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using UnityEngine;
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/// <summary>
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/// Example: Using PopupSystem with dynamically instantiated UI elements.
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///
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/// When UI elements are created at runtime (e.g. inventory slots, party member portraits),
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/// use InitializeTriggersInChildren to scan, bind, and configure triggers after instantiation.
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/// The callback receives both the trigger (MonoBehaviour, for hierarchy queries) and the
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/// view (behavior handler, for setting content).
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/// </summary>
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public class DynamicTriggersExample : MonoBehaviour {
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[SerializeField] PopupSettings popupSettings;
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[SerializeField] PopupReference popupReferencePrefab;
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[SerializeField] Transform canvasRoot;
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[SerializeField] Transform slotsContainer;
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[SerializeField] GameObject slotPrefab;
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IPopupSystem popupSystem;
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void Start() {
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popupSystem = new PopupSystem(popupSettings, popupReferencePrefab, canvasRoot);
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popupSystem.RegisterCategory(PopupCategory.Item, priority: 5);
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for(int i = 0; i < 5; i++) {
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Instantiate(slotPrefab, slotsContainer);
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}
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popupSystem.InitializeTriggersInChildren(slotsContainer, (trigger, view) => {
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var slotName = trigger.gameObject.name;
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view.SetContent(builder => {
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builder
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.AddText(slotName, PopupElementType.Header)
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.AddSeparator(PopupElementType.Separator)
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.AddText("This is a dynamically created slot.", PopupElementType.Text);
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});
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});
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}
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void Update() {
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popupSystem?.Tick(Time.deltaTime);
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}
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void OnDestroy() {
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popupSystem?.Dispose();
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}
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}
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