49 lines
1.5 KiB
C#
49 lines
1.5 KiB
C#
|
using System;
|
||
|
using System.Collections;
|
||
|
using System.Collections.Generic;
|
||
|
using UnityEngine;
|
||
|
using UnityEngine.EventSystems;
|
||
|
|
||
|
public class ShowTipsUI : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
|
||
|
{
|
||
|
public Vector2 offsetv2 = new Vector2(0, 1);
|
||
|
public Camera cam;
|
||
|
private void Start()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
// public void OnPointerEnter(PointerEventData eventData)
|
||
|
// {
|
||
|
// cam = FindObjectOfType<Move>().cam;
|
||
|
//
|
||
|
// var obj = gameObject;
|
||
|
// TreeControl.Instance.currentobj = obj;
|
||
|
// TreeControl.Instance.ChangeUIcontect(obj.transform);
|
||
|
// Vector3 pos = obj.transform.position;
|
||
|
// Vector3 afterpos = new Vector3(pos.x - offsetv2.x, pos.y - offsetv2.y, cam.transform.position.z);
|
||
|
//
|
||
|
// //From https://discussions.unity.com/t/how-to-keep-an-object-within-the-camera-view/117989
|
||
|
// Vector3 posClamp = cam.WorldToViewportPoint (afterpos);
|
||
|
// // print($"Pos Clamp: {posClamp}");
|
||
|
// posClamp.x = Mathf.Clamp(posClamp.x, 0.4f, 0.6f);
|
||
|
// posClamp.y = Mathf.Clamp(posClamp.y, 0.4f, 0.6f);
|
||
|
// posClamp = cam.ViewportToWorldPoint(posClamp);
|
||
|
//
|
||
|
// TreeControl.Instance.ActiveUITrue(posClamp);
|
||
|
//
|
||
|
// // TreeControl.Instance.BtnDowm();
|
||
|
// }
|
||
|
//
|
||
|
// public void OnPointerExit(PointerEventData eventData)
|
||
|
// {
|
||
|
// TreeControl.Instance.ActiveUIFalse();
|
||
|
// }
|
||
|
public void OnPointerEnter(PointerEventData eventData)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
public void OnPointerExit(PointerEventData eventData)
|
||
|
{
|
||
|
}
|
||
|
}
|