private void ApplyData(Character.archetype archetype) { TextMeshProUGUI tmp = transform.GetChild(0).GetChild(0).gameObject.GetComponent <TextMeshProUGUI>(); tmp.fontSize = defaultFontsize; tmp.text = name; if (name.Length > 6) { tmp.fontSize -= 6; } Image img = transform.GetChild(0).GetChild(1).gameObject.GetComponent <Image>(); img.sprite = image; Image imgb = img.transform.parent.GetComponent <Image>(); switch (archetype) { case Character.archetype.Attacker: imgb.color = new Color(0.7924528f, 0.1831613f, 0.2159052f); break; case Character.archetype.Tank: imgb.color = new Color(0.4298683f, 0.6714197f, 0.7924528f); break; case Character.archetype.Assassin: imgb.color = new Color(0.5283019f, 0.2815949f, 0.4347313f); break; case Character.archetype.Support: imgb.color = new Color(0.3177287f, 0.7924528f, 0.4481168f); break; } }
public void Set(string nam, int index, Sprite img, Character.archetype archetype, string ability, bool change) { name = nam; charIndex = index; image = img; ApplyData(archetype); TextMeshProUGUI[] possible = gameObject.GetComponentsInChildren <TextMeshProUGUI>(); foreach (var element in possible) { if (element.gameObject.CompareTag("AbilityExplanation")) { element.text = "<b>Ability:</b> " + ability; break; } } if (change) { Character myCharacter = inventoryManager.possibleCharacters[charIndex].GetComponent <Character>(); Slider[] sliders = stats.GetComponentsInChildren <Slider>(); sliders[0].value = myCharacter.health; sliders[1].value = myCharacter.defense; sliders[2].value = myCharacter.attackDamage; sliders[3].value = 4.1f - myCharacter.attackCooldown; sliders[4].value = myCharacter.range; } }