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().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) { } }