public void CreateText(Vector2 position, string text, SCTType type, bool crit) { //Offset position.y += 0.6f; Text sct = Instantiate(combatTextPrefab, transform).GetComponent <Text>(); sct.transform.position = position; string before = string.Empty; string after = string.Empty; switch (type) { case SCTType.Damage: before += "-"; sct.color = Color.red; break; case SCTType.DamageMana: before += "-"; sct.color = Color.blue; break; case SCTType.Heal: before += "+"; sct.color = Color.green; break; case SCTType.Mana: before += "+"; sct.color = Color.blue; break; case SCTType.Buff: before += "Speed +"; sct.color = Color.grey; break; case SCTType.XP: before += "Xp +"; sct.color = Color.yellow; break; case SCTType.Gold: before += "Gold +"; sct.color = Color.yellow; break; } sct.text = before + text + after; if (crit) { sct.GetComponent <Animator>().SetBool("Crit", crit); } }
public void CreateText(Vector2 position, string text, SCTType type, bool crit) { position.y += 0.8f; Text sct = Instantiate(combatTextPrefab, transform).GetComponent <Text>(); sct.transform.position = position; string before = string.Empty; string after = string.Empty; switch (type) { case SCTType.damage: before = "-"; sct.color = Color.red; break; case SCTType.heal: before = "+"; sct.color = Color.green; break; case SCTType.xp: before = "+"; after = "TP"; sct.color = Color.yellow; break; default: break; } sct.text = before + text + after; if (crit) { sct.GetComponent <Animator>().SetBool("Crit", crit); } }