added tooltips

This commit is contained in:
Vladimir Koshevarov
2022-11-29 19:09:00 +02:00
parent 2167b43c29
commit 73f06d8754
33 changed files with 1264 additions and 250 deletions
File diff suppressed because it is too large Load Diff
+11 -5
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@@ -2,20 +2,26 @@
namespace Assets.Scripts.Actions
{
public class Eat : BaseAction, ISellableItem
public class Eat : IPlayerAction, Interfaces.ISellable
{
public float Price { get; private set; }
public decimal Price { get; private set; }
public string Name { get; private set; }
public string Description => $"{Name} - {Price}$";
private int _energy;
public Eat(int duration, int energy, float price) : base(duration)
public Eat(string name, int energy, decimal price)
{
Name = name;
Price = price;
_energy = energy;
}
public override void ApplyAction(PlayerManager playerController)
public void ApplyAction(PlayerManager playerController)
{
playerController.food.increase(_energy);
playerController.PlayerStats[GameManager.StatsId.Food].increase(_energy);
}
}
}
@@ -1,8 +0,0 @@
namespace Assets.Scripts.Actions.Interfaces
{
internal interface ISellableItem
{
public float Price { get; }
}
}
@@ -0,0 +1,20 @@
namespace Assets.Scripts.Actions.Interfaces
{
public enum JobId { Unemployed, HotDogs };
public interface IPlayerAction
{
public string Description { get; }
public void ApplyAction(PlayerManager player);
}
public interface ISellable
{
public decimal Price { get; }
}
public interface IWorkPlace
{
public JobId JobID { get; }
public decimal Sallary { get; }
}
}
@@ -1,5 +1,5 @@
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+24
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@@ -0,0 +1,24 @@
using Assets.Scripts.Actions.Interfaces;
namespace Assets.Scripts.Actions
{
public class JobPosition : IPlayerAction, IWorkPlace
{
public string Description => $"{_position} - {Sallary}$ per hour";
public decimal Sallary { get; private set; }
public JobId JobID { get; private set; }
private string _position;
public JobPosition(string position, decimal sallary, JobId jobId)
{
_position = position;
Sallary = sallary;
}
public void ApplyAction(PlayerManager playerController)
{
playerController.WorkPlace = this;
}
}
}
@@ -1,5 +1,5 @@
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+8
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@@ -0,0 +1,8 @@
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+10 -5
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@@ -1,15 +1,20 @@
namespace Assets.Scripts.Actions
using Assets.Scripts.Actions.Interfaces;
namespace Assets.Scripts.Actions
{
public class Relax : BaseAction
public class Relax : IPlayerAction
{
private int _energyPerTick;
public Relax(int duration, int energyPerTick) : base(duration)
public Relax(int duration, int energyPerTick)
{
_energyPerTick = energyPerTick;
}
public override void ApplyAction(PlayerManager playerController)
public string Description => throw new System.NotImplementedException();
public void ApplyAction(PlayerManager playerController)
{
playerController.energy.increase(_energyPerTick);
playerController.PlayerStats[GameManager.StatsId.Energy].increase(_energyPerTick);
}
}
}
-17
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@@ -1,17 +0,0 @@
namespace Assets.Scripts.Actions
{
public class Work : BaseAction
{
private PlayerManager playerController;
private int energyPerTick;
public Work(PlayerManager player, int duration, int energyPerTick) : base(duration)
{
this.playerController = player;
this.energyPerTick = energyPerTick;
}
public override void ApplyAction(PlayerManager playerController)
{
throw new System.NotImplementedException();
}
}
}
+3 -3
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@@ -1,4 +1,4 @@
using Assets.Scripts.Actions;
using Assets.Scripts.Actions.Interfaces;
using System.Collections.Generic;
using UnityEngine;
@@ -7,13 +7,13 @@ namespace Assets.Scripts.Buildings
public abstract class BaseCell : MonoBehaviour
{
protected string _name;
protected Dictionary<string, BaseAction> _optionsList;
protected List<IPlayerAction> _optionsList;
[SerializeField]
private ConversationController _conversationController;
// Start is called before the first frame update
void Start()
{
_optionsList = new Dictionary<string, BaseAction>();
_optionsList = new List<IPlayerAction>();
Initialize();
BuildOptionsList();
}
+7 -9
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@@ -1,6 +1,4 @@
using Assets.Scripts.Actions;
namespace Assets.Scripts.Buildings
namespace Assets.Scripts.Buildings
{
public class Burger : BaseCell
{
@@ -11,12 +9,12 @@ namespace Assets.Scripts.Buildings
protected override void BuildOptionsList()
{
_optionsList.Add("Hamburgers - 83$", new Eat(6, 10, 83));
_optionsList.Add("Cheesburger - 94$", new Eat(6, 1, 94));
_optionsList.Add("Astro chicken - 131$", new Eat(6, 1, 131));
_optionsList.Add("Fries - 68$", new Eat(6, 1, 68));
_optionsList.Add("Shakes - 108$", new Eat(6, 1, 108));
_optionsList.Add("Colas - 73$", new Eat(6, 1, 73));
//_optionsList.Add("Hamburgers - 83$", new Eat(6, 10, 83));
//_optionsList.Add("Cheesburger - 94$", new Eat(6, 1, 94));
//_optionsList.Add("Astro chicken - 131$", new Eat(6, 1, 131));
//_optionsList.Add("Fries - 68$", new Eat(6, 1, 68));
//_optionsList.Add("Shakes - 108$", new Eat(6, 1, 108));
//_optionsList.Add("Colas - 73$", new Eat(6, 1, 73));
}
}
+2 -2
View File
@@ -11,8 +11,8 @@ namespace Assets.Scripts.Buildings
protected override void BuildOptionsList()
{
_optionsList.Add("Hot Dog - 20$", new Eat(6, 15, 83));
_optionsList.Add("Colas - 10$", new Eat(6, 10, 73));
_optionsList.Add(new Eat("Hot Dog", 15, 20));
_optionsList.Add(new Eat("Cola", 10, 10));
}
}
+2 -4
View File
@@ -1,12 +1,10 @@
using Assets.Scripts.Actions;
namespace Assets.Scripts.Buildings
namespace Assets.Scripts.Buildings
{
public class House : BaseCell
{
protected override void BuildOptionsList()
{
_optionsList.Add("Rest", new Relax(6, 1));
//_optionsList.Add(new Relax("Rest", 6, 1));
}
protected override void Initialize()
+19
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@@ -0,0 +1,19 @@
using Assets.Scripts.Actions;
using Assets.Scripts.Actions.Interfaces;
namespace Assets.Scripts.Buildings
{
public class JobAgency : BaseCell
{
protected override void Initialize()
{
_name = "Job Agency";
}
protected override void BuildOptionsList()
{
_optionsList.Add(new JobPosition("Hot Dogs sailer ", 20, JobId.HotDogs));
}
}
}
@@ -0,0 +1,11 @@
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@@ -1,19 +1,18 @@
using Assets.Scripts.Actions;
using System.Collections.Generic;
using Assets.Scripts.Actions.Interfaces;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
[System.Serializable]
public class ConversationChangeEvent : UnityEvent<BaseAction> { }
public class ConversationChangeEvent : UnityEvent<IPlayerAction> { }
public class ChoiceController : MonoBehaviour
{
public KeyValuePair<string, BaseAction> _option;
public IPlayerAction _option;
public ConversationChangeEvent conversationChangeEvent;
// Update is called once per frame
public static ChoiceController AddChoiceButton(Button choiceButtonTemplate, KeyValuePair<string, BaseAction> option, int index)
public static ChoiceController AddChoiceButton(Button choiceButtonTemplate, IPlayerAction option, int index)
{
int buttonSpacing = -50;
@@ -22,7 +21,7 @@ public class ChoiceController : MonoBehaviour
button.transform.SetParent(choiceButtonTemplate.transform.parent);
button.transform.localScale = Vector3.one;
button.transform.localPosition = choiceButtonTemplate.transform.localPosition + new Vector3(0, index * buttonSpacing, 0);
button.name = option.Key;
button.name = option.Description;
button.gameObject.SetActive(true);
ChoiceController choiceController = button.GetComponent<ChoiceController>();
choiceController._option = option;
@@ -36,11 +35,11 @@ public class ChoiceController : MonoBehaviour
var btn = GetComponent<Button>();
var txt = btn.GetComponentInChildren<TextMeshProUGUI>();
txt.text = _option.Key;
txt.text = _option.Description;
}
public void MakeChoice()
{
conversationChangeEvent.Invoke(_option.Value);
conversationChangeEvent.Invoke(_option);
}
}
@@ -1,4 +1,4 @@
using Assets.Scripts.Actions;
using Assets.Scripts.Actions.Interfaces;
using System.Collections.Generic;
using System.Linq;
using TMPro;
@@ -7,29 +7,34 @@ using UnityEngine.UI;
public class ConversationController : MonoBehaviour
{
[SerializeField]
public TextMeshProUGUI _title;
[SerializeField]
public Button _choiceButton;
[SerializeField]
private Button _closeBtn;
[SerializeField]
PlayerManager _playerManager;
[SerializeField] public TextMeshProUGUI _title;
[SerializeField] public Button _choiceButton;
[SerializeField] private Button _btnApply;
[SerializeField] private Button _btnClose;
[SerializeField] PlayerManager _playerManager;
public ConversationChangeEvent conversationChangeEvent;
private List<ChoiceController> choiceControllers = new();
private IPlayerAction _selectedAction = null;
private void Awake()
{
Hide();
}
public void Change(string title, Dictionary<string, BaseAction> options)
public void Change(string title, List<IPlayerAction> options)
{
_closeBtn.onClick.AddListener(() =>
_btnApply.interactable = false;
_btnClose.onClick.AddListener(() =>
{
Hide();
});
_btnApply.onClick.AddListener(() =>
{
Hide();
ApplyActionOnPlayer(_selectedAction);
});
_playerManager.allowMovement = false;
@@ -40,31 +45,30 @@ public class ConversationController : MonoBehaviour
for (var count = 0; count < options.Count; count++)
{
ChoiceController c = ChoiceController.AddChoiceButton(_choiceButton, options.ElementAt(count), count);
c.conversationChangeEvent.AddListener(ApplyActionOnPlayer);
c.conversationChangeEvent.AddListener(SelectAction);
choiceControllers.Add(c);
}
StopAllCoroutines();
Time.timeScale = 0;
_choiceButton.gameObject.SetActive(false);
}
private void ApplyActionOnPlayer(BaseAction action)
private void SelectAction(IPlayerAction action)
{
if (!_playerManager.TryBuyAction(action))
_selectedAction = action;
if (action is ISellable)
{
YesNoDialogUI.Instance.ShowQuestion("not enouth money",
() =>
{
},
() =>
{
//do nothing
});
_btnApply.interactable = _playerManager.PlayerStats[GameManager.StatsId.Money].Value >= (action as ISellable).Price;
}
}
private void ApplyActionOnPlayer(IPlayerAction action)
{
if (action is ISellable)
_playerManager.BuyAction(action);
}
private void RemoveChoices()
{
foreach (ChoiceController c in choiceControllers)
-20
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@@ -1,20 +0,0 @@
using UnityEngine;
public class GameController : MonoBehaviour
{
public Map GameMap;
public PlayerManager Player;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
+59
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@@ -0,0 +1,59 @@
using System.Collections.Generic;
using UnityEngine;
public class GameManager : MonoBehaviour
{
public enum StatsId { Money, RentAccount, Food, Energy, BankAccount, Job, }
public static GameManager Instance { get; private set; }
public Map GameMap;
public PlayerManager Player;
public Dictionary<StatsId, Stat> PlayerStats;
// Start is called before the first frame update
void Awake()
{
Instance = this;
InitPlayerStats();
}
private void InitPlayerStats()
{
PlayerStats = new Dictionary<StatsId, Stat>()
{
{StatsId.Money, new Stat("Money", 100.0m)},
{StatsId.RentAccount, new Stat("Rent Account", 0)},
{StatsId.Food, new Stat("Food Energy", 100) },
{StatsId.Energy,new Stat("Energy", 100) },
{StatsId.BankAccount,new Stat("Bank Account", 0) },
{StatsId.Job, new Stat("Unemployed", 0) },
};
}
//// Knowledge for University Jobs
//public Stat literatureKnowledge = new Stat("LiteratureKnowledge", 0);
//public Stat mathematicsKnowledge = new Stat("MathematicsKnowledge", 0);
//public Stat computerScienceKnowledge = new Stat("ComputerScienceKnowledge", 0);
//// Knowledge for Factory Jobs
//public Stat electronicsKnowledge = new Stat("ElectronicsKnowledge", 0);
//public Stat roboticsKnowledge = new Stat("RoboticsKnowledge", 0);
//public Stat industrialDesignKnowledge = new Stat("IndustrialDesignKnowledge", 0);
//public Stat careerPoints = new Stat("careerPoints", 0);
//// Achievements - to WIN the game
//public Stat whealthAchievement = new Stat("whealthAchievement", 999999);
//public Stat educationAchievement = new Stat("educationAchievement", 999999);
//public Stat careerAchievement = new Stat("careerAchievement", 999999);
//public Stat happinessAchievement = new Stat("happinessAchievement", 999999);
//// Inventory items
//public Stat freezerItem = new Stat("Freezer Item", 400, 1);
//public Stat clothesItem = new Stat("Clothes Item", 200, 3);
//public Stat booksItem = new Stat("Books Item", 150, 2);
//public Stat tvItem = new Stat("Tv Item", 1500, 1);
//public Stat laptopItem = new Stat("Laptop Item", 3000, 1);
// Update is called once per frame
}
+4 -3
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@@ -1,6 +1,7 @@
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using static GameManager;
public class GameUIManager : MonoBehaviour
{
@@ -33,7 +34,7 @@ public class GameUIManager : MonoBehaviour
// Update is called once per frame
void Update()
{
_moneyText.text = $"${_playerController.money.Value}";
_moneyText.text = $"${_playerController.PlayerStats[StatsId.Money].Value}";
}
@@ -45,7 +46,7 @@ public class GameUIManager : MonoBehaviour
_timeText.text = TimeManager.CurrentTime.ToString(@"hh\:mm");
}
_energy.value = _playerController.energy.Value;
_food.value = _playerController.food.Value;
_energy.value = (float)_playerController.PlayerStats[StatsId.Energy].Value;
_food.value = (float)_playerController.PlayerStats[StatsId.Food].Value;
}
}
+16 -51
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@@ -1,46 +1,13 @@
using Assets.Scripts.Actions;
using Assets.Scripts.Actions.Interfaces;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
using static GameManager;
public class PlayerManager : MonoBehaviour
{
private enum States { Idle, Walking, Sleeping };
public Stat money = new Stat("Money", 100.0f);
public Stat rentAccount = new Stat("Rent Account", 0);
public Stat food = new Stat("Food Energy", 100);
public Stat energy = new Stat("Energy", 100);
// bank
public Stat bankAccount = new Stat("Bank Account", 0);
// jobs
public Stat job = new Stat("Unemployed", 0);
// Knowledge for University Jobs
public Stat literatureKnowledge = new Stat("LiteratureKnowledge", 0);
public Stat mathematicsKnowledge = new Stat("MathematicsKnowledge", 0);
public Stat computerScienceKnowledge = new Stat("ComputerScienceKnowledge", 0);
// Knowledge for Factory Jobs
public Stat electronicsKnowledge = new Stat("ElectronicsKnowledge", 0);
public Stat roboticsKnowledge = new Stat("RoboticsKnowledge", 0);
public Stat industrialDesignKnowledge = new Stat("IndustrialDesignKnowledge", 0);
public Stat careerPoints = new Stat("careerPoints", 0);
// Achievements - to WIN the game
public Stat whealthAchievement = new Stat("whealthAchievement", 999999);
public Stat educationAchievement = new Stat("educationAchievement", 999999);
public Stat careerAchievement = new Stat("careerAchievement", 999999);
public Stat happinessAchievement = new Stat("happinessAchievement", 999999);
// Inventory items
public Stat freezerItem = new Stat("Freezer Item", 400, 1);
public Stat clothesItem = new Stat("Clothes Item", 200, 3);
public Stat booksItem = new Stat("Books Item", 150, 2);
public Stat tvItem = new Stat("Tv Item", 1500, 1);
public Stat laptopItem = new Stat("Laptop Item", 3000, 1);
[SerializeField]
public NavMeshAgent _navAgent;
@@ -55,6 +22,9 @@ public class PlayerManager : MonoBehaviour
private States _state;
private Vector3 _groundDeltaPosition;
public Dictionary<StatsId, Stat> PlayerStats;
public IWorkPlace WorkPlace { get; set; }
private void OnEnable()
{
TimeManager.OnMinuteChanged += DecreaseEnergy;
@@ -70,6 +40,7 @@ public class PlayerManager : MonoBehaviour
{
allowMovement = true;
_navAgent.updatePosition = false;
PlayerStats = GameManager.Instance.PlayerStats;
}
// Update is called once per frame
void Update()
@@ -81,7 +52,6 @@ public class PlayerManager : MonoBehaviour
_targetDest.Stop();
if (Physics.Raycast(_camera.ScreenPointToRay(Input.mousePosition), out RaycastHit hit, 100))
{
var pos = hit.point;
pos.y += 0.2f;
_targetDest.transform.position = pos;
@@ -90,10 +60,10 @@ public class PlayerManager : MonoBehaviour
}
}
}
var worldDeltaPosition=_navAgent.nextPosition- transform.position;
_groundDeltaPosition.x=Vector3.Dot(transform.right, worldDeltaPosition);
var worldDeltaPosition = _navAgent.nextPosition - transform.position;
_groundDeltaPosition.x = Vector3.Dot(transform.right, worldDeltaPosition);
_groundDeltaPosition.y = Vector3.Dot(transform.forward, worldDeltaPosition);
Vector2 velocity = (Time.deltaTime > 1e-5f) ? _groundDeltaPosition / Time.deltaTime : Vector2.zero;
@@ -111,24 +81,24 @@ public class PlayerManager : MonoBehaviour
public void DecreaseEnergy()
{
food.deduct(0.034f); // 48 hours it's 100, 100/2880=~0.034 per minute
PlayerStats[StatsId.Food].deduct(0.034m); // 48 hours it's 100, 100/2880=~0.034 per minute
switch (_state)
{
case States.Idle:
case States.Walking:
energy.deduct(0.1f); // 24 hours it's 100, 100/1440=~0.096 per minute
PlayerStats[StatsId.Energy].deduct(0.1m); // 24 hours it's 100, 100/1440=~0.096 per minute
break;
case States.Sleeping:
energy.increase(1f);
PlayerStats[StatsId.Energy].increase(1m);
break;
}
if (energy.Value <= 10 && _state != States.Sleeping)
if (PlayerStats[StatsId.Energy].Value <= 10 && _state != States.Sleeping)
{
_state = States.Sleeping;
allowMovement = false;
_animator.SetBool("IsSleeping", true);
}
if (energy.Value >= 100 && _state == States.Sleeping)
if (PlayerStats[StatsId.Energy].Value >= 100 && _state == States.Sleeping)
{
_state = States.Idle;
allowMovement = false;
@@ -136,15 +106,10 @@ public class PlayerManager : MonoBehaviour
}
}
public bool TryBuyAction(BaseAction action)
public void BuyAction(IPlayerAction action)
{
if (action is ISellableItem)
{
if (!money.deduct(((ISellableItem)action).Price))
return false;
}
PlayerStats[StatsId.Money].deduct(((ISellable)action).Price);
action.ApplyAction(this);
return true;
}
}
+8 -8
View File
@@ -1,29 +1,29 @@
public class Stat
{
public string Name { get; set; }
public float Value { get; set; }
public double Price { get; set; }
public double Quantity { get; set; }
public decimal Value { get; set; }
public decimal Price { get; set; }
public decimal Quantity { get; set; }
public Stat(string name, float startValue)
public Stat(string name, decimal startValue)
{
Name = name;
Value = startValue;
}
public Stat(string name, float price, float quantity)
public Stat(string name, decimal price, decimal quantity)
{
Name = name;
Price = price;
Quantity = quantity;
}
public void increase(float byAmount)
public void increase(decimal byAmount)
{
Value += byAmount;
}
public bool deduct(float amount)
public bool deduct(decimal amount)
{
if (Value >= amount)
{
@@ -33,7 +33,7 @@ public class Stat
return false;
}
public void forceDeduct(float amount)
public void forceDeduct(decimal amount)
{
Value -= amount;
}
+56
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@@ -0,0 +1,56 @@
using TMPro;
using UnityEngine;
using UnityEngine.UI;
[ExecuteInEditMode()]
public class ToolTip : MonoBehaviour
{
public TextMeshProUGUI headerField;
public TextMeshProUGUI contentField;
public LayoutElement layoutElement;
public int characterWrapLimit;
public RectTransform rectTransform;
private void Awake()
{
rectTransform = GetComponent<RectTransform>();
}
// Start is called before the first frame update
public void SetText(string content, string header = "")
{
if (string.IsNullOrEmpty(header))
{
headerField.gameObject.SetActive(false);
}
else
{
headerField.gameObject.SetActive(true);
headerField.text = header;
}
contentField.text = content;
int headerLength = headerField.text.Length;
int contentLength = contentField.text.Length;
layoutElement.enabled = (headerLength > characterWrapLimit || contentLength > characterWrapLimit);
}
// Update is called once per frame
void Update()
{
if (Application.isEditor)
{
int headerLength = headerField.text.Length;
int contentLength = contentField.text.Length;
layoutElement.enabled = (headerLength > characterWrapLimit || contentLength > characterWrapLimit);
}
Vector2 position = Input.mousePosition;
float pivotX = position.x / Screen.width;
float pivotY = position.y / Screen.height;
rectTransform.pivot = new Vector2(pivotX, pivotY);
transform.position = position;
}
}
+11
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@@ -0,0 +1,11 @@
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+22
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@@ -0,0 +1,22 @@
using UnityEngine;
public class ToolTipSystem : MonoBehaviour
{
private static ToolTipSystem _current;
[SerializeField] private ToolTip _toolTip;
public void Awake()
{
_current = this;
_current._toolTip.gameObject.SetActive(false);
}
public static void Show(string content, string header = "")
{
_current._toolTip.SetText(content, header);
_current._toolTip.gameObject.SetActive(true);
}
public static void Hide()
{
_current._toolTip.gameObject.SetActive(false);
}
}
+11
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@@ -0,0 +1,11 @@
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+22
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@@ -0,0 +1,22 @@
using UnityEngine;
using UnityEngine.EventSystems;
public class ToolTipTrigger : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
private static LTDescr delay;
[SerializeField] private string _content;
[SerializeField] private string _header;
public void OnPointerEnter(PointerEventData eventData)
{
delay = LeanTween.delayedCakk(0.5f, () =>
{
ToolTipSystem.Show(_content, _header);
});
}
public void OnPointerExit(PointerEventData eventData)
{
LeanTween.cancek(delay.uniqueId);
ToolTipSystem.Hide();
}
}
+11
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@@ -0,0 +1,11 @@
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+1 -1
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@@ -3,7 +3,7 @@
"com.unity.2d.sprite": "1.0.0",
"com.unity.collab-proxy": "1.17.6",
"com.unity.feature.development": "1.0.1",
"com.unity.ide.rider": "3.0.15",
"com.unity.ide.rider": "3.0.16",
"com.unity.ide.visualstudio": "2.0.16",
"com.unity.ide.vscode": "1.2.5",
"com.unity.probuilder": "5.0.6",
+3 -3
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@@ -35,7 +35,7 @@
"source": "builtin",
"dependencies": {
"com.unity.ide.visualstudio": "2.0.16",
"com.unity.ide.rider": "3.0.15",
"com.unity.ide.rider": "3.0.16",
"com.unity.ide.vscode": "1.2.5",
"com.unity.editorcoroutines": "1.0.0",
"com.unity.performance.profile-analyzer": "1.1.1",
@@ -44,7 +44,7 @@
}
},
"com.unity.ide.rider": {
"version": "3.0.15",
"version": "3.0.16",
"depth": 0,
"source": "registry",
"dependencies": {
@@ -94,7 +94,7 @@
"url": "https://packages.unity.com"
},
"com.unity.services.core": {
"version": "1.5.2",
"version": "1.6.0",
"depth": 1,
"source": "registry",
"dependencies": {
+2 -2
View File
@@ -1,2 +1,2 @@
m_EditorVersion: 2021.3.13f1
m_EditorVersionWithRevision: 2021.3.13f1 (9e7d58001ecf)
m_EditorVersion: 2021.3.14f1
m_EditorVersionWithRevision: 2021.3.14f1 (eee1884e7226)