private void Awake() { base.Awake(); _instance = this; raw_element_size = new Vector2(41, 43); raw_class_size = new Vector2(40, 35); }
public void MakeHeroInfoPanel(GameObject go) { if (HeroInfoPanel.Instance == null) { GameObject tempGo = Main.Instance.MakeObjectToTarget("UI/HeroInfo_Panel"); HeroInfoPanel info = tempGo.GetComponent <HeroInfoPanel>(); Main.Instance.AddPanel(info); info.Set(_element, _hero_class, label_name.text); } }
// Use this for initialization void Start() { _heroInfoPanel = Instantiate(_heroInfoPanelPrefab); _fadingBannerView = Instantiate(_fadingBannerPrefab); _gridPlayerOne = Instantiate(_gridPrefab, _gridPlayerOneAnchor); _gridPlayerTwo = Instantiate(_gridPrefab, _gridPlayerTwoAnchor); //flip grid parent 2, so that the column orientation is the same as grid p1 _gridPlayerTwo.transform.rotation = Quaternion.Euler(0f, 180f, 0f); _winnerNameText = _endScreenUi.transform.Find("Winner Playername").GetComponent <Text>(); _resolveUi.SetActive(true); _gridUi.SetActive(false); _endScreenUi.SetActive(false); _planUi.SetActive(false); _draftUi.SetActive(false); _resolveUi.SetActive(false); //set first state SetCurrentGameState(GameState.Menu); }
private void OnDestroy() { _instance = null; }