public static string AddCustomAmmoType(string name, string ammoTypeSpritePath, string ammoBackgroundSpritePath) { Texture2D fgTexture = ResourceExtractor.GetTextureFromResource(ammoTypeSpritePath + ".png"); Texture2D bgTexture = ResourceExtractor.GetTextureFromResource(ammoBackgroundSpritePath + ".png"); GameObject fgSpriteObject = new GameObject("sprite fg"); fgSpriteObject.SetActive(false); FakePrefab.MarkAsFakePrefab(fgSpriteObject); UnityEngine.Object.DontDestroyOnLoad(fgSpriteObject); GameObject bgSpriteObject = new GameObject("sprite bg"); bgSpriteObject.SetActive(false); FakePrefab.MarkAsFakePrefab(bgSpriteObject); UnityEngine.Object.DontDestroyOnLoad(bgSpriteObject); dfTiledSprite fgSprite = fgSpriteObject.SetupDfSpriteFromTexture <dfTiledSprite>(fgTexture, ShaderCache.Acquire("Daikon Forge/Default UI Shader")); dfTiledSprite bgSprite = bgSpriteObject.SetupDfSpriteFromTexture <dfTiledSprite>(bgTexture, ShaderCache.Acquire("Daikon Forge/Default UI Shader")); GameUIAmmoType uiammotype = new GameUIAmmoType { ammoBarBG = bgSprite, ammoBarFG = fgSprite, ammoType = GameUIAmmoType.AmmoType.CUSTOM, customAmmoType = name }; CustomClipAmmoTypeToolbox.addedAmmoTypes.Add(uiammotype); foreach (GameUIAmmoController uiammocontroller in GameUIRoot.Instance.ammoControllers) { Add(ref uiammocontroller.ammoTypes, uiammotype); } return(name); }
// Use this for initialization void Start () { player2 = GameObject.Find("Player2").GetComponent<PlayerControllerP2>(); bar = GetComponent<dfTiledSprite>(); }