public void LoadDamageUI(float damage, Vector3 at, bool isCritical = false) { DamageUI ui = this.GetInacitveUI(); var anchoredPosition = TrackingCamera.GetAnchorPos(at, transform as RectTransform); Vector2 displayPos = anchoredPosition + Vector2.left * this.offset; ui.DisplayDamage(spawnPos: displayPos, damage: damage, isCritical: isCritical); }
public void ReturnTMP(DamageUI damageUI) => this.damageUIs.Enqueue(damageUI);