private void drawScreen() { // reputation display var repReq = GetReputationRequirement(player.blueprint.coreShellSpriteID); if (repReq > 0) { var regens = GetNextRegens(player.blueprint.coreShellSpriteID); regenText.text = $"Next tier Regeneration\nSHELL: {regens[0]} ENERGY: {regens[2]}"; reputationBar.sizeDelta = new Vector2(Mathf.Min(player.reputation * 800 / repReq, 800), 30); repText.text = $"Reputation: {player.reputation}/{repReq}"; } else { regenText.gameObject.SetActive(false); reputationBar.sizeDelta = new Vector2(800, 30); repText.text = "Core fully upgraded!"; } for (int i = 0; i < optionHolder.childCount; i++) { Destroy(optionHolder.GetChild(i).gameObject); } // create option icons var currentID = player.blueprint.coreShellSpriteID; var nextIDs = GetNextUpgrades(currentID); if (nextIDs != null) { var offset = -500 * (nextIDs.Length - 1); for (int i = 0; i < nextIDs.Length; i++) { var option = Instantiate(optionPrefab, optionHolder, false).GetComponent <RectTransform>(); option.anchoredPosition = new Vector2((offset - offset * 2 * i) / nextIDs.Length, 20); var script = option.GetComponent <CUOptionScript>(); script.coreID = nextIDs[i]; script.player = player; script.repCost = repReq; } } CUAbilityCapDisplay.Initialize(player.abilityCaps, currentID); }
void Awake() { instance = this; }