using System; using UnityEngine; using EvolutStudio.tinysAPI.BaseClasses; namespace EvolutStudio { namespace tinysAPI { namespace Extensions { public class UpdaterExtensionModel : BaseClassModel { #region Public Attributes // reference of the current tooltip state public bool currentTooltipState { get { return _currentTooltipState; } } public static class TooltipState { public static bool show = true; public static bool hide = false; } #endregion #region Private Attributes // hidden reference for the current Tooltip state private bool _currentTooltipState = TooltipState.hide; #endregion #region Public Functions // implementation of validate public override bool Validate(string notification, UnityEngine.Object DataReference = null) { // check notification for validation if (notification.Equals(BaseClassNotification.POINTERCLICKEVENT)) { //TODO } else if (notification.Equals(BaseClassNotification.POINTERENTEREVENT)) { // set the current tooltip state to show _currentTooltipState = TooltipState.show; } else if (notification.Equals(BaseClassNotification.POINTEREXITEVENT)) { // set the current tooltip state to hide _currentTooltipState = TooltipState.hide; } else if (notification.Equals(BaseClassNotification.MOVE)) { //TODO } else if (notification.Equals(BaseClassNotification.POINTERDOWN)) { //TODO Debug.Log("Start Moving Cube"); } else if (notification.Equals(BaseClassNotification.POINTERUP)) { //TODO Debug.Log("Stop Moving Cube"); } // because there is no condition in this simple demo, return true return true; } #endregion #region Private Functions // Add your private functions #endregion #region Unity Events // Use this for initialization void Awake() { gameObject.GetComponentInParent().RegisterModel(this); } #endregion } } } }