AbilityBarSlot Dequeue() { Poolable p = GameObjectPoolController.Dequeue(EntryPoolKey); AbilityBarSlot entry = p.GetComponent <AbilityBarSlot>(); entry.transform.SetParent(spellContainer.transform, false); entry.transform.localScale = Vector3.one; entry.gameObject.SetActive(true); entry.Reset(); return(entry); }
public void Show(List <Ability> abilities) { canvas.SetActive(true); Clear(); for (int i = 0; i < abilities.Count; i++) { AbilityBarSlot entry = Dequeue(); entry.abilityImage.sprite = abilities[i].Icon; entry.abilityNumber = i; entry.abilityText.text = string.Format("[{0}]", i + 1); barEntries.Add(entry); } TogglePos(ShowKey); }
void Enqueue(AbilityBarSlot entry) { Poolable p = entry.GetComponent <Poolable>(); GameObjectPoolController.Enqueue(p); }