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);
        }
Example #2
0
	// Use this for initialization
	void Start () 
    {
        player2 = GameObject.Find("Player2").GetComponent<PlayerControllerP2>();
        bar = GetComponent<dfTiledSprite>();
	}