/// <summary> /// Instantiate damage dealt text where damage was dealt /// </summary> /// <param name="obj">Obj to display damage text, i.e. obj.transform</param> /// <param name="damager">What is dealing damage, implements IDoesDamage</param> public void DisplayDamageDealt(GameObject obj, IDoesDamage damager) { GameObject dropTextObj = Instantiate(HudDamageDealtPrefab); Text dropText = dropTextObj.GetComponent <Text>(); RectTransform dropTextRect = dropTextObj.GetComponent <RectTransform>(); dropText.transform.SetParent(canvas.transform, false); dropTextRect.position = new Vector3(obj.transform.position.x + Random.Range(-0.5f, 0.5f), obj.transform.position.y + Random.Range(-0.5f, 0.5f), 0); dropText.text = "-" + damager.Damage.ToString(); }
/// <summary> /// Instantiate damage dealt text where damage was dealt /// </summary> /// <param name="obj">Obj to display damage text, i.e. obj.transform</param> /// <param name="damager">What is dealing damage, implements IDoesDamage</param> public void DisplayDamageDealt(GameObject obj, IDoesDamage damager) { GameObject dropTextObj = Instantiate(HudDamageDealtPrefab); Text dropText = dropTextObj.GetComponent<Text>(); RectTransform dropTextRect = dropTextObj.GetComponent<RectTransform>(); dropText.transform.SetParent(canvas.transform, false); dropTextRect.position = new Vector3(obj.transform.position.x + Random.Range(-0.5f, 0.5f), obj.transform.position.y + Random.Range(-0.5f, 0.5f), 0); dropText.text = "-" + damager.Damage.ToString(); }