using System; 
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using System.Collections; 
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using System.Collections.Generic; 
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using UnityEngine; 
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using UnityEngine.UI; 
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    [RequireComponent(typeof(CanvasGroup))] 
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    public class ScrollTipDetail : MonoBehaviour 
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    { 
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        RichText text; 
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        CanvasGroup canvasGroup; 
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        [HideInInspector] 
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        public ScrollTip.ScrollTipState presentState = ScrollTip.ScrollTipState.Idle; 
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        private float m_Time = 0; 
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        private Vector3 pos = Vector3.zero; 
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        private float m_TipShowTime; 
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        private float m_TipHideTime; 
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        private float m_TipDistance; 
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        private void Awake() 
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        { 
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            canvasGroup = GetComponent<CanvasGroup>(); 
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            text = transform.Find("Text").GetComponent<RichText>(); 
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        } 
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        public void ShowTip(SystemHintData _hint) 
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        { 
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            text.SetExtenalData(_hint.extentionData); 
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            text.text = _hint.message; 
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        } 
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        public void SetTipConfig(float _showTime,float _hideTime,float _dis) 
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        { 
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            m_TipShowTime = _showTime; 
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            m_TipHideTime = _hideTime; 
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            m_TipDistance = _dis; 
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        } 
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        public void Play(ScrollTip.ScrollTipState state) 
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        { 
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            m_Time = 0; 
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            canvasGroup.alpha = 1; 
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            pos = transform.localPosition; 
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            presentState = state; 
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        } 
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        private void LateUpdate() 
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        { 
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            m_Time += Time.deltaTime; 
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            switch (presentState) { 
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                case ScrollTip.ScrollTipState.Idle: { 
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                        m_Time = Mathf.Min(m_Time, m_TipShowTime); 
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                        if (m_Time >= m_TipShowTime) { 
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                            m_Time = 0; 
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                            var index = ScrollTip.m_ActiveTips.IndexOf(this); 
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                            if (index == 0) { 
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                                presentState = ScrollTip.ScrollTipState.Hide; 
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                            } 
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                            else { 
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                                presentState = ScrollTip.ScrollTipState.None; 
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                            } 
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                        } 
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                    } 
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                    break; 
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                case ScrollTip.ScrollTipState.Move: { 
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                        m_Time = Mathf.Min(m_Time, ScrollTip.tipMoveTime); 
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                        transform.localPosition = Vector3.Lerp(pos, pos.SetY(pos.y + m_TipDistance), m_Time / ScrollTip.tipMoveTime); 
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                        if (m_Time >= ScrollTip.tipMoveTime) { 
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                            m_Time = 0; 
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                            presentState = ScrollTip.ScrollTipState.Idle; 
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                            ScrollTip.OnTipComplete(); 
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                        } 
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                    } 
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                    break; 
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                case ScrollTip.ScrollTipState.Hide: { 
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                        m_Time = Mathf.Min(m_Time, m_TipHideTime); 
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                        canvasGroup.alpha = 1 - m_Time / m_TipHideTime; 
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                        if (m_Time >= m_TipHideTime) { 
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                            m_Time = 0; 
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                            presentState = ScrollTip.ScrollTipState.None; 
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                            ScrollTip.Release(this); 
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                            ScrollTip.OnTipComplete(); 
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                        } 
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                    } 
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                    break; 
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            } 
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        } 
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    } 
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