The approach demo site has three tile placeholder with empty data, where would populate content based on class input. Each of the tile would display related data based on point 1 and point 2 and point 3. This system is modular and scalable for more tiles with multi lists.
//browse button left and right will update the tile index for displaying title, profile, and description texts
//runtime: destroy active bitmaps could reduce rendering budget
//active the easing animations and blink them for visual effects
StringBuilder builder = new StringBuilder(); infoText.text = builder.ToString();
Get all text contents in a new string to display, and add Append
slider1.GetComponent<Slider>().value = item.(the data we need from item);
Parse data from items into 0 - 1 slider value
float (xxxx) EdgeToScreenEdgeDistance: calculate the from (left top right bottom) to cursor distance
private void FollowCursor()
public void DisplayInfo(Item item)
public void HideInfo()
Get the color palate we want from rarity setup and modify the icon sprite’s color or text color accordingly
if (ColorUtility.TryParseHtmlString("here goes hex of item's color", out mycolor))
Outline:
The progress bar is made with a single shader that takes a base sprite and an alpha sprite. The alpha is a gradient mask to calculate the percentage of opacity of the above layer on the base layer. The shader is designed so any irregular shape base could have same performance.
TBD...