public AttDefType GetAttDefSlot(List <AttDefType> l, AttackDefenseType type) { for (int i = 0; i < l.Count; i++) { if (l[i].type == type) { return(l[i]); } } return(null); }
public AttackDefenseSlot GetAttackDefenseSlot(List <AttackDefenseSlot> list, AttackDefenseType attributeType) { for (int i = 0; i < list.Count; i++) { if (list[i].type == attributeType) { return(list[i]); } } return(null); }
void UpdateUIAttackDefenseElement(AttackDefenseType t, List <AttDefType> l, string value, bool onText1 = false) { AttDefType s1 = weaponInfo.GetAttDefSlot(l, t); if (!onText1) { s1.slot.text2.text = value; } else { s1.slot.text1.text = value; } }
void UpdateAttackDefenseUIElement(List <AttackDefenseSlot> list, AttackDefenseType type, string value, bool onTxt1 = false) { AttackDefenseSlot attackDefSlot = weaponInfo.GetAttackDefenseSlot(list, type); if (!onTxt1) { attackDefSlot.slot.text2.text = value; } else { attackDefSlot.slot.text1.text = value; } }
void CreateAttDefUIElement_Mini(List <AttDefType> l, Transform p, AttackDefenseType t) { AttDefType a = new AttDefType(); a.type = t; l.Add(a); GameObject g = Instantiate(weaponInfo.slot_mini) as GameObject; g.transform.SetParent(p); a.slot = g.GetComponent <InventoryUISlot>(); a.slot.text1.text = "-"; g.SetActive(true); g.transform.localScale = Vector3.one; }
void CreateWeaponStatusSlot(List <PlayerStatusDef> l, Transform p, AttackDefenseType t, string txt1Text = null) { PlayerStatusDef w = new PlayerStatusDef(); GameObject g = Instantiate(playerStatus.doubleSlot_template) as GameObject; g.SetActive(true); g.transform.SetParent(p); w.type = t; w.slot = g.GetComponent <InventoryUIDoubleSlot>(); if (string.IsNullOrEmpty(txt1Text)) { w.slot.text1.text = t.ToString(); } else { w.slot.text1.text = txt1Text; } w.slot.text2.text = "30"; w.slot.text3.text = "30"; g.transform.localScale = Vector3.one; }
void CreateWeaponStatusSlot(List <PlayerStatusDef> list, Transform parent, AttackDefenseType type, string txt1Text = null) { PlayerStatusDef weapon = new PlayerStatusDef(); GameObject go = Instantiate(playerStatus.playerStatus_DoubleSlot_Template) as GameObject; go.transform.SetParent(parent); go.SetActive(true); weapon.type = type; weapon.slot = go.GetComponent <InventoryUIDoubleSlot>(); if (string.IsNullOrEmpty(txt1Text)) { weapon.slot.text1.text = type.ToString().Replace('_', ' '); } else { weapon.slot.text1.text = txt1Text; } weapon.slot.text2.text = "30"; weapon.slot.text3.text = "30"; }
//Creating for additional effects void CreateAttackDefenseUIElementMini(List <AttackDefenseSlot> list, Transform parent, AttackDefenseType type) { AttackDefenseSlot attackDefense = new AttackDefenseSlot(); attackDefense.type = type; list.Add(attackDefense); GameObject go = Instantiate(weaponInfo.slotMini) as GameObject; go.transform.SetParent(parent); go.transform.localScale = Vector3.one; attackDefense.slot = go.GetComponent <InventoryUISlot>(); attackDefense.slot.text1.text = "-"; go.SetActive(true); }