using System.Collections; using System.Collections.Generic; using UnityEngine; using TMPro; using UnityEngine.UI; using UnityEngine.Localization; public class RedableMenuItem : MonoBehaviour { [SerializeField] TextMeshProUGUI buttonDiaryDescriptionText; [Header("Redable Item")] [Tooltip("This is a title, so the entry can be saved")] public string RedableItemName; [Tooltip("What is the number of this entry, goes according to date")] [SerializeField] int _entryID; [Tooltip("Whose entry is that?")] [SerializeField] string _entryType; //{Medea,Children,Daniel,Investigators} [Tooltip("How much space does this text take?")] [SerializeField] float redableItemScrollViewContentNewHeight; [Tooltip("Redable Item Text")] [TextArea(3/*min lines*/, 15/*max lines*/)] [SerializeField] string _redableItemText; //here goes the text of the entry public LocalizedString localizedRedableText; [Tooltip("Players thoughts about the entry")] [TextArea(3/*min lines*/, 5/*max lines*/)] [SerializeField] string _playerThoughtsText; void Start() { if (redableItemScrollViewContentNewHeight < 1080) { redableItemScrollViewContentNewHeight = 1080; //1080 is the default price of this in Unity } } public void UpdateEntry() { buttonDiaryDescriptionText.text = RedableItemName; } public void DisplayRedableItemEntryOnClick() { //InventoryCollectablesMenuManager.GetInstance().diaryEntryTextScrollView.gameObject.SetActive(true); InventoryCollectablesMenuManager.GetInstance().redableItemEntryText.text = localizedRedableText.GetLocalizedString(); InventoryCollectablesMenuManager.GetInstance().redableItemTextScrollView.sizeDelta = new Vector2(/*InventoryCollectablesMenuManager.GetInstance().diaryEntryTextScrollView.sizeDelta.x*/ 0f, redableItemScrollViewContentNewHeight); InventoryCollectablesMenuManager.GetInstance().UpdateCollectableMenuStateByName("RedableItemMenu"); InventoryManager.GetInstance().GoToCollectablesMenuState(); InventoryCollectablesMenuManager.GetInstance().UpdateCollectablesMenu(); //ExaminableItemData.GetInstance().sentencesText.text = _playerThoughtsText; } }