TheKingsRace/Assets/Scripts/UI/Lobby/KingTooltips.cs
2022-03-11 15:19:24 -06:00

117 lines
3.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class KingTooltips : MonoBehaviour
{
////Weather Wheel Variables
public GameObject curWeatherSpriteObj;
public Text curWeatherText;
public Image curWeatherImage;
float curSpriteRotation;
string rainExplanation = "Increases the players acceleration & decreases the players traction.";
string snowExplanation = "Increases the players traction & decreases the players acceleration.";
string windExplanation = "Pushes the player in a random direction altering their movement.";
string fogExplanation = "Obscures the players vision.";
string defaultWeatherExplanation;
public Sprite rain;
public Sprite snow;
public Sprite wind;
public Sprite fog;
////
////Placeables Variables
public GameObject curPlaceablesSpriteObj;
public Text curPlaceablesText;
public Image curPlaceablesImage;
string blockExplanation = "Place a block on the grid to obstruct a players movement.";
string thunderExplanation = "Places Thunder Above both players forcing them to the ground if they stay aerial for too long.";
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 papers";
string defaultPlaceablesExplanation;
public Sprite block;
public Sprite thunder;
public Sprite slime;
public Sprite hail;
void Start(){
defaultWeatherExplanation = curWeatherText.text;
defaultPlaceablesExplanation = curPlaceablesText.text;
curWeatherSpriteObj.SetActive(false);
curPlaceablesSpriteObj.SetActive(false);
}
////Weather Wheel Functions
public void OnEnterRain(){
curWeatherSpriteObj.SetActive(true);
curWeatherSpriteObj.transform.localEulerAngles = new Vector3(0, 0, 135);
curWeatherImage.sprite = rain;
curWeatherText.text = rainExplanation;
}
public void OnEnterSnow(){
curWeatherSpriteObj.SetActive(true);
curWeatherSpriteObj.transform.localEulerAngles = new Vector3(0, 0, -135);
curWeatherImage.sprite = snow;
curWeatherText.text = snowExplanation;
}
public void OnEnterWind(){
curWeatherSpriteObj.SetActive(true);
curWeatherSpriteObj.transform.localEulerAngles = new Vector3(0, 0, -45);
curWeatherImage.sprite = wind;
curWeatherText.text = windExplanation;
}
public void OnEnterFog(){
curWeatherSpriteObj.SetActive(true);
curWeatherSpriteObj.transform.localEulerAngles = new Vector3(0, 0, 45);
curWeatherImage.sprite = fog;
curWeatherText.text = fogExplanation;
}
public void OnExitWeather(){
curWeatherSpriteObj.SetActive(false);
curWeatherText.text = defaultWeatherExplanation;
}
////
////Placeables Functions
public void OnEnterBlock(){
curPlaceablesSpriteObj.SetActive(true);
curPlaceablesImage.sprite = block;
curPlaceablesText.text = blockExplanation;
}
public void OnEnterThunder(){
curPlaceablesSpriteObj.SetActive(true);
curPlaceablesImage.sprite = thunder;
curPlaceablesText.text = thunderExplanation;
}
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;
}
////
}