private void PrintSelectedUnitStats(UnitStackBase unit) { DeselectCurrentTarget(); nameSelectedText.gameObject.SetActive(true); numberSelectedText.gameObject.SetActive(true); HPSelectedText.gameObject.SetActive(true); currentHPSelectedText.gameObject.SetActive(true); damageSelectedText.gameObject.SetActive(true); initiativeSelectedText.gameObject.SetActive(true); nameSelectedText.text = unit.UnitName; numberSelectedText.text = "Количество " + unit.NumberOfUnits; HPSelectedText.text = "Max HP " + unit.MaxHealth; currentHPSelectedText.text = "Current HP " + unit.TopUnitHealth; damageSelectedText.text = "Урон " + unit.Damage; initiativeSelectedText.text = "Инициатива " + unit.Initiative; List <IDisplayableIcon> icons = new List <IDisplayableIcon>(); icons.AddRange(unit.GetComponentsInChildren <IDisplayableIcon>()); for (int i = 0; i < icons.Count; i++) { IDisplayableIcon icon = icons[i]; DisplaySelectedUnitIcon(icon, i); } }
public void SetIcon(IDisplayableIcon iconObject) { gameObject.SetActive(true); active = true; associatedIcon = iconObject; image.sprite = associatedIcon.GetImage(); image.material = null; }
public void DisableSelf() { activatable = false; active = false; associatedAbility = null; associatedIcon = null; gameObject.SetActive(false); }
private void DisplayIconDescription(IDisplayableIcon iconObject, bool activeUnit) { if (activeUnit) { iconDescriptionActiveText.text = iconObject.GetDescription(); iconNameActiveText.text = iconObject.GetName(); } else { iconDescriptionSelectedText.text = iconObject.GetDescription(); iconNameSelectedText.text = iconObject.GetName(); } }
private void DisplayActiveUnitIcon(IDisplayableIcon icon) { if (!activeUnitAbilitySlot1.active) { activeUnitAbilitySlot1.SetIcon(icon); } else if (!activeUnitAbilitySlot2.active) { activeUnitAbilitySlot2.SetIcon(icon); } else if (!activeUnitAbilitySlot3.active) { activeUnitAbilitySlot3.SetIcon(icon); } }
private void DisplaySelectedUnitIcon(IDisplayableIcon icon, int position) { switch (position) { case 0: selectedUnitAbilitySlot1.SetIcon(icon); break; case 1: selectedUnitAbilitySlot2.SetIcon(icon); break; case 2: selectedUnitAbilitySlot3.SetIcon(icon); break; } }