Jump to content

Recommended Posts

Posted (edited)
  1. Create a class that implements TooltipComponent, which holds the data necessary for the rendering.
  2. Create a class that implements ClientTooltipComponent. This class should have a public constructor with only your TooltipComponent implementation as argument.
  3. Use RegisterClientTooltipComponentFactoriesEvent, so the game knows which ClientTooltipComponentneeds to be created, when an item has the TooltipComponent added to it. You can use the previosly mentioned constructor as your factory method.
  4. Add your TooltipComponent to the tooltip render pipeline with RenderTooltipEvent.GatherComponents.

This is at least how I solved it. Anyone can correct me, if I made an error.

Edited by Tavi007

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.