public void Reset(Vector3 position, string value, TextKind kind) { switch (kind) { case TextKind.Neutral: case TextKind.Positive: positive.text = value; negative.gameObject.SetActive(false); break; case TextKind.Negative: negative.text = value; positive.gameObject.SetActive(false); break; } transform.position = new Vector3(position.x, position.y, transform.position.z); }
public void PopFloatingText(Vector3 position, string value, TextKind kind) { FloatingText newFloatingText = Instantiate(floatingTextPrefab, aboveAllCanvas.transform); newFloatingText.Reset(position, value, kind); }
internal static IPropertyDescriptor <TModel, string, TViewModel> TextKind <TModel, TViewModel> (IPropertyDescriptor <TModel, string, TViewModel> descriptor, TextKind kind) where TModel : Model where TViewModel : ViewModel <TModel> { return(descriptor.SetCustomConfigurationValue(GetGuid(), kind)); }