using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using TMPro; public class KingTooltips : MonoBehaviour { ////Weather Wheel Variables public TextMeshProUGUI curWeatherText; public TextMeshProUGUI curWeatherTitle; public GameObject curWeatherSpriteObj; public Image curWeatherImage; string rainExplanation = "Increases the players acceleration & decreases the players traction."; string rainTitle = "Rain"; string snowExplanation = "Increases the players traction & decreases the players acceleration."; string snowTitle = "Snow"; string windExplanation = "Pushes the player in a random direction altering their movement."; string windTitle = "Wind"; string fogExplanation = "Obscures the players vision."; string fogTitle = "Fog"; string defaultWeatherTitle; string defaultWeatherExplanation; public Sprite rain; public Sprite fog; public Sprite snow; public Sprite wind; //// ////Placeables Variables public GameObject curPlaceablesSpriteObj; public TextMeshProUGUI curPlaceablesText; public Image curPlaceablesImage; string blockExplanation = "Place a block on the grid to obstruct a players movement."; string bumperExplanation = "Places a bumper on the grid to obstruct and knock the players back."; string slimeExplanation = "Click and hold the mouse to place and then choose the direction the slowing slime goes."; string hailExplanation = "Click and hold the mouse to adjust the hail size dropping paper balls."; string defaultPlaceablesExplanation; public Sprite block; public Sprite bumper; public Sprite slime; public Sprite hail; //// void Start(){ defaultWeatherTitle = curWeatherTitle.text; defaultWeatherExplanation = curWeatherText.text; defaultPlaceablesExplanation = curPlaceablesText.text; curPlaceablesSpriteObj.SetActive(false); curWeatherSpriteObj.SetActive(false); } ////Weather Wheel Functions public void OnEnterRain(){ curWeatherSpriteObj.SetActive(true); curWeatherImage.sprite = rain; curWeatherTitle.text = rainTitle; curWeatherText.text = rainExplanation; } public void OnEnterSnow(){ curWeatherSpriteObj.SetActive(true); curWeatherImage.sprite = snow; curWeatherTitle.text = snowTitle; curWeatherText.text = snowExplanation; } public void OnEnterWind(){ curWeatherSpriteObj.SetActive(true); curWeatherImage.sprite = wind; curWeatherTitle.text = windTitle; curWeatherText.text = windExplanation; } public void OnEnterFog(){ curWeatherSpriteObj.SetActive(true); curWeatherImage.sprite = fog; curWeatherTitle.text = fogTitle; curWeatherText.text = fogExplanation; } public void OnExitWeather(){ curWeatherSpriteObj.SetActive(false); curWeatherTitle.text = defaultWeatherTitle; curWeatherText.text = defaultWeatherExplanation; } //// ////Placeables Functions public void OnEnterBlock(){ curPlaceablesSpriteObj.SetActive(true); curPlaceablesImage.sprite = block; curPlaceablesText.text = blockExplanation; } public void OnEnterBumper(){ curPlaceablesSpriteObj.SetActive(true); curPlaceablesImage.sprite = bumper; curPlaceablesText.text = bumperExplanation; } public void OnEnterSlime(){ curPlaceablesSpriteObj.SetActive(true); curPlaceablesImage.sprite = slime; curPlaceablesText.text = slimeExplanation; } public void OnEnterHail(){ curPlaceablesSpriteObj.SetActive(true); curPlaceablesImage.sprite = hail; curPlaceablesText.text = hailExplanation; } public void OnExitPlaceables(){ curPlaceablesSpriteObj.SetActive(false); curPlaceablesText.text = defaultPlaceablesExplanation; } //// }