public static void CreateFloatingNotEnoughEnergyText(string text, Transform location) { DamageFloatText instance = Instantiate(notEnoughEnergyText); instance.transform.SetParent(canvas.transform, false); instance.SetText(text); }
public static void CreateFloatingHealingText(string text, Transform location) { DamageFloatText instance = Instantiate(healingText); instance.transform.SetParent(canvas.transform, false); instance.SetText(text); }
public static void Initialize() { canvas = GameObject.Find("GameCanvas"); if (!damageText) { damageText = Resources.Load <DamageFloatText>("UI/CombatFloatText/DamageTextParent"); } if (!critText) { critText = Resources.Load <DamageFloatText>("UI/CombatFloatText/CritDamageTextParent"); } if (!dodgeText) { dodgeText = Resources.Load <DamageFloatText>("UI/CombatFloatText/DodgeTextParent"); } if (!outOfRangeText) { outOfRangeText = Resources.Load <DamageFloatText>("UI/CombatFloatText/OutOfRangeTextParent"); } if (!highestCritText) { highestCritText = Resources.Load <DamageFloatText>("UI/CombatFloatText/HighestCritTextParent"); } if (!notEnoughEnergyText) { notEnoughEnergyText = Resources.Load <DamageFloatText>("UI/CombatFloatText/NotEnoughEnergyTextParent"); } if (!healingText) { healingText = Resources.Load <DamageFloatText>("UI/CombatFloatText/HealingTextParent"); } }