using System; using TMPro; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; namespace Beyond { //could combine a lot of code with guilt slot public class SkillSlot : MonoBehaviour, IPointerEnterHandler { public Image image; public Image quantaImage; public Image levelImage; public TMP_Text title; public Action Clicked; public GameObject notSeenMark; public Skills skillType; [Header("Description Data")] public string description; public Sprite quantaBackgroundImage; public void OnPointerEnter(PointerEventData eventData) { Clicked?.Invoke(); } public void SetAsSelected() { title.color = bItemSlot.GetSelectedButtonTextColor(); if (!NewItemPopupSaver.skillsSeen.Contains(skillType)) { NewItemPopupSaver.skillsSeen.Add(skillType); SetNotSeenIcon(skillType); } image.color = bItemSlot.GetSelectedImageColor(); quantaImage.color = image.color; levelImage.color = image.color; } public void SetNotSeenIcon(Skills skillType) { if (notSeenMark == null) { return; } if (NewItemPopupSaver.skillsSeen.Contains(skillType)) { notSeenMark.SetActive(false); } else { notSeenMark.SetActive(true); } } public void SetAsDeselected() { title.color = bItemSlot.GetDefaultButtonTextColor(); image.color = bItemSlot.GetDeselectedImageColor(); quantaImage.color = image.color; levelImage.color = image.color; } } }