// Set the configuration for the creation of the scenary: void Start() { SCC = this.GetComponent <St_Char_Control>(); ONFT = new ObjNameFromTXT(); SetObjNameFromTXT(ref ONFT); SetScenary(); }
void SetObjNameFromTXT(ref ObjNameFromTXT ONFT) { string[] fileLines; fileLines = File.ReadAllLines(AssetDatabase.GetAssetPath(Resources.Load("UI/TitleScreen/" + File_Names_Inv))); //BackGround Load name; ONFT.BackGnd = fileLines[0]; print(fileLines[0]); //End BackGround; }
void Start() { ObjNameFromTXT ONFT = new ObjNameFromTXT(); SetObjNameFromTXT(ref ONFT); SetScenary(ref ONFT); C_C.Inicialize_Char(); SceneManager.LoadScene("MainHub"); }
void SetScenary(ref ObjNameFromTXT ONFT) { //Show Bar: Texture2D Bar_Inst; Bar_Inst = Resources.Load <Texture2D>("UI/TitleScreen/" + ONFT.BackGnd); print(Bar_Inst.name); Bar_Inst.filterMode = FilterMode.Point; print(Bar_Inst.name); Sprite Spr_Bar_Inst = Sprite.Create(Bar_Inst, new Rect(0.0f, 0.0f, Bar_Inst.width, Bar_Inst.height), new Vector2(0.5f, 0.5f), 100.0f); Test.sprite = Spr_Bar_Inst; //This starts to depend of the selected Char; /// End Show Bar: }
void SetObjNameFromTXT(ref ObjNameFromTXT ONFT) { string[] fileLines; fileLines = File.ReadAllLines(AssetDatabase.GetAssetPath(Resources.Load("UI/Inventory/" + File_Names_Inv))); //Bar Load name; ONFT.Down_Bar = fileLines[0]; //End Bar; //Str Load name: ONFT.Down_Str_1 = fileLines[10]; ONFT.Down_Str_2 = fileLines[12]; ONFT.Down_Str_3 = fileLines[14]; //Bar Load name; ONFT.Down_Rnk1 = fileLines[2]; ONFT.Down_Rnk2 = fileLines[4]; ONFT.Down_Rnk3 = fileLines[6]; ONFT.Down_Rnk4 = fileLines[8]; //End Bar; print(fileLines[0]); }
void SetDownObj(ref ObjNameFromTXT ONFT) { //*Rank //*Stars //*Bar //Show Bar: Texture2D Bar_Inst; Bar_Inst = Resources.Load <Texture2D>("UI/Inventory/" + ONFT.Down_Bar); Bar_Inst.filterMode = FilterMode.Point; print(Bar_Inst.name); Sprite Spr_Bar_Inst = Sprite.Create(Bar_Inst, new Rect(0.0f, 0.0f, Bar_Inst.width, Bar_Inst.height), new Vector2(0.5f, 0.5f), 100.0f); Test.sprite = Spr_Bar_Inst; //This starts to depend of the selected Char; /// End Show Bar: //Show Stars: Texture2D[] Star_Inst = new Texture2D[4]; int RankScore = Char_Lst[SCC.Char_Selected].Char_MaxHealth; for (int i = 0; i < 4; i++) { if (RankScore > 0) { Star_Inst[i] = Resources.Load <Texture2D>("UI/Inventory/" + ONFT.Down_Str_2); RankScore--; } else { Star_Inst[i] = Resources.Load <Texture2D>("UI/Inventory/" + ONFT.Down_Str_1); } Star_Inst[i].filterMode = FilterMode.Point; Sprite Spr_Star_Inst = Sprite.Create(Star_Inst[i], new Rect(0.0f, 0.0f, Star_Inst[i].width, Star_Inst[i].height), new Vector2(0.5f, 0.5f), 100.0f); Star[i].sprite = Spr_Star_Inst; } /// End Show Stars: //Show Rank: Texture2D Rank_Inst = null; Part_R4.SetActive(false); switch (Char_Lst[SCC.Char_Selected].Char_MaxHealth) { case (1): case (2): Rank_Inst = Resources.Load <Texture2D>("UI/Inventory/" + ONFT.Down_Rnk4); break; case (3): Rank_Inst = Resources.Load <Texture2D>("UI/Inventory/" + ONFT.Down_Rnk3); break; case (4): Rank_Inst = Resources.Load <Texture2D>("UI/Inventory/" + ONFT.Down_Rnk2); break; default: Rank_Inst = Resources.Load <Texture2D>("UI/Inventory/" + ONFT.Down_Rnk1); Part_R4.SetActive(true); break; } Rank_Inst.filterMode = FilterMode.Point; print(Rank_Inst.name); Sprite Spr_Rank_Inst = Sprite.Create(Rank_Inst, new Rect(0.0f, 0.0f, Rank_Inst.width, Rank_Inst.height), new Vector2(0.5f, 0.5f), 100.0f); Rank.sprite = Spr_Rank_Inst; /// End Show Rank: /// Set Name: print(Char_Lst[SCC.Char_Selected].Char_name); Txt_Char_Name.text = Char_Lst[SCC.Char_Selected].Char_name; /// End Set Name: }