private void CreateSlots(int slotAmount) { if (Slots != null) { foreach (Item.ItemSlot slot in Slots) { Destroy(slot.gameObject); } } Slots = new Item.ItemSlot[slotAmount]; //float xtent = slotPrefab.GetComponent<SpriteRenderer>().sprite.bounds.size.x*slotPrefab.transform.localScale.x; float width = UsefulStuff.GetScreenWidth(); float y = UsefulStuff.CalculateScreenPosition(new Vector2(0, -60)).y; for (int i = 0; i < slotAmount; i++) { Slots[i] = Instantiate(slotPrefab).GetComponent <Item.ItemSlot>(); Slots[i].transform.SetParent(this.transform); Slots[i].transform.localPosition = new Vector3( (-width / 2) + (width / (slotAmount + 1)) * (i + 1) , y ); //new Vector3(slotPos.x + xtent * i+slotPosSpace*i, slotPos.y, 0); } }
private void OnEnable() { //Calculates the width of screen and positions the box Vector2 xy = Box.GetComponent <SpriteRenderer>().sprite.bounds.size; float frustumH = UsefulStuff.GetScreenHeight(); float frustumW = frustumH * Camera.main.aspect; Box.transform.localScale = new Vector2(frustumW / xy.x, (frustumH / 3) / xy.y); Box.transform.localPosition = UsefulStuff.CalculateScreenPosition(new Vector2(0, -70)); //Box.transform.localPosition = new Vector3(0, -frustumH/2 + xy.y*Box.transform.localScale.y+xy.y*Box.transform.localScale.y*0.5f, 0); //Filling a sprite 1/4 of a screenxy.y*Box.transform.localScale.y //Hardcoding is bad DYNAMIC HARDCODE EVERYTHING P.transform.localPosition = UsefulStuff.CalculateScreenPosition(new Vector2(65, -70)); TextM.transform.localPosition = UsefulStuff.CalculateScreenPosition(new Vector2(-90, -45)); //DisablePlayer(); }
private void OnEnable() { HPBar.transform.localPosition = UsefulStuff.CalculateScreenPosition(HPpos); ABar.transform.localPosition = UsefulStuff.CalculateScreenPosition(Ammopos); }