I have created multiple text Colors in itemTooltip but I am not sure if this is the best practice, because I don’t want to scrap everything down the road when I realize that that this method has some major limitations.
My approach:
- create more [SerializeField] descriptions for other texts in InventoryItem.cs
- create a [SerializeField] int itemLevelTier in InventoryItem.cs
- create public string function GetNewDescription() in InventoryItem.cs
- create public int GetItemLevelTier() in InventoryItem.cs
- Change itemLevel from Scriptable object for certain items
- create new [SerializeField] textMeshProUGUI newText in ItemTooltip
- fetch itemLevel in public void Setup(InventoryItem item){} first then change to different newColor32 depends on the int of the itemLevel.
My result is in the pic as below:
My second question is that it’s not user friendly to drag an item to the UI area (outside of the equipment Slot but still in the background area) and release to drop. If I want the item to get back to the slot if I release when the item is still on top of the background UI area, I can only drop an item if I drag it to open area, what approach should I take?
My question is also in the pic as below: