init
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using Sirenix.Utilities;
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using UnityEngine;
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using UnityEngine.UIElements;
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using VOID.ScriptableObjects;
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namespace VOID.UserInterface.Game.Tooltip
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{
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public class StatusTooltipUI : ITooltip
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{
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// VisualElement - Container
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private readonly VisualElement _templateElement;
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// VisualElements - Sections
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private readonly VisualElement _titleSection;
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private readonly VisualElement _descriptionSection;
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// VisualElements - Data
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private readonly VisualElement _statusIcon;
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private readonly Label _statusName;
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private readonly Label _statusDescription;
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private readonly Label _statusTimeRemaining;
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public StatusTooltipUI(VisualElement templateElement)
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{
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// Tooltip for this type
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_templateElement = templateElement.Q(null, "tooltip");
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// Sections
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_titleSection = templateElement.Q("title-section");
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_descriptionSection = templateElement.Q("description-section");
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// Elements
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_statusIcon = templateElement.Q("status-icon");
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_statusName = templateElement.Q<Label>("status-name");
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_statusDescription = templateElement.Q<Label>("status-description");
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_statusTimeRemaining = templateElement.Q<Label>("status-time-remaining");
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}
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public void Show(BasicStatus status)
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{
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_statusIcon.style.backgroundImage = status.displayIcon;
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_templateElement.style.display = DisplayStyle.Flex;
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FillBasicInfo(status);
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}
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public void Hide()
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{
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_templateElement.style.display = DisplayStyle.None;
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}
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public Vector2 GetSize()
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{
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return new Vector2(_templateElement.worldBound.width, _templateElement.worldBound.height);
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}
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private void FillBasicInfo(BasicStatus status)
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{
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_statusName.text = status.displayName;
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_statusDescription.text = status.description;
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_descriptionSection.style.display = _statusDescription.text.IsNullOrWhitespace() ? DisplayStyle.None : DisplayStyle.Flex;
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// TODO: temporary status description for tooltip
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_statusDescription.text += "<br><br>TODO: TEMPORARY:";
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_statusDescription.text += "<br>effects: ";
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status.effects.ForEach(effect => _statusDescription.text += "<br> " + effect.GetSimpleDescription());
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_statusTimeRemaining.text = $"Remaining {status.durationLeftInTurns} turns (~{status.durationLeft:0} seconds)";
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}
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}
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}
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