Ejemplo n.º 1
0
 /// <summary>
 /// Method provided by the system for instantiating UI
 /// </summary>
 /// <param name="user">The functionality user</param>
 /// <param name="prefab">The prefab to instantiate</param>
 /// <param name="parent">(Optional) A parent transform to instantiate under</param>
 /// <param name="worldPositionStays">(Optional) If true, the parent-relative position, scale and rotation are modified</param>
 /// <param name="rayOrigin">(Optional) RayOrigin override that will be used when connecting interfaces on this object
 /// such that the object keeps the same world space position, rotation and scale as before.</param>
 /// <returns>The instantiated GameObject</returns>
 public static GameObject InstantiateUI(this IInstantiateUI user, GameObject prefab, Transform parent = null, bool worldPositionStays = true, Transform rayOrigin = null)
 {
     return(instantiateUI(prefab, parent, worldPositionStays, rayOrigin));
 }
Ejemplo n.º 2
0
 /// <summary>
 /// Method provided by the system for instantiating UI
 /// </summary>
 /// <param name="prefab">The prefab to instantiate</param>
 /// <param name="parent">(Optional) A parent transform to instantiate under</param>
 /// <param name="worldPositionStays">(Optional) If true, the parent-relative position, scale and rotation are modified
 /// such that the object keeps the same world space position, rotation and scale as before.</param>
 /// <returns></returns>
 public static GameObject InstantiateUI(this IInstantiateUI obj, GameObject prefab, Transform parent = null, bool worldPositionStays = true)
 {
     return(instantiateUI(prefab, parent, worldPositionStays));
 }