Example #1
0
    /// <summary>
    /// Open a new UI window
    /// </summary>
    /// <param name="name"> The name of the UI window to be opened </param>
    /// <param name="mode"> The mode to be used to open the UI window </param>
    /// <param name="args"> Extra arguments passed to UIWindow.OnOpen() </param>
    /// <returns></returns>
    public GUIWindow Open(string name, UIMode mode = UIMode.DEFAULT, params object[] args)
    {
#if UNITY_EDITOR
        Debug.Log(LogUtility.MakeLogStringFormat("UI", IsInViewport(name) ? name + " is already in viewport" : "Open " + name));
#endif

        if (IsInViewport(name))
        {
            return(uiWindowsOpened[name]);
        }

        GUIWindow uiWindow = Instantiate(ResourceUtility.GetGUIPrefab <GUIWindow>(name), transform, false);

        uiWindow.transform.SetAsFirstSibling();

        uiWindowsOpened.Add(name, uiWindow);

        uiWindow.OnOpen(args);

        if (mode != UIMode.PERMANENT)
        {
            uiWindowStack.Push(name);
        }

        return(uiWindow);
    }
Example #2
0
    public void CreateFloatingTextForDamage(float damage, Vector3 worldPosition)
    {
        FloatingText floatingText = reusableFloatingTexts.Count > 0 ? reusableFloatingTexts.Pop() : Instantiate(ResourceUtility.GetGUIPrefab <FloatingText>("FloatingText"), transform);

        floatingText.Text = Mathf.FloorToInt(damage).ToString();
        floatingText.transform.position = Camera.main.WorldToScreenPoint(worldPosition);
        floatingText.gameObject.SetActive(true);
    }
    public FloatingText CreateFloatingTextForDamage(float damage, Vector3 worldPosition, bool isCritical = false)
    {
        Vector3 position = Camera.main.WorldToScreenPoint(worldPosition);

        FloatingText floatingText = reusableFloatingTexts.Count > 0 ? reusableFloatingTexts.Pop() : Instantiate(ResourceUtility.GetGUIPrefab <FloatingText>("FloatingText"), position, Quaternion.identity, transform);

        floatingText.Text      = Mathf.FloorToInt(damage).ToString();
        floatingText.TextColor = isCritical ? Color.red : Color.yellow;


        floatingText.transform.position = position;
        floatingText.gameObject.SetActive(true);

        return(floatingText);
    }
    public FloatingText CreateFloatingText(string message, Vector3 worldPosition)
    {
        Vector3 position = Camera.main.WorldToScreenPoint(worldPosition);

        FloatingText floatingText = reusableFloatingTexts.Count > 0 ? reusableFloatingTexts.Pop() : Instantiate(ResourceUtility.GetGUIPrefab <FloatingText>("FloatingText"), position, Quaternion.identity, transform);

        floatingText.Text = message;
        floatingText.transform.position = position;
        floatingText.gameObject.SetActive(true);

        return(floatingText);
    }