public static FloatingText Show(string text, string style, IFloatingTextPositioner positioner) { var go = new GameObject ("Floating Text"); var floatingtext = go.AddComponent<FloatingText> (); floatingtext.Style = Skin.GetStyle (style); floatingtext._positioner = positioner; floatingtext._content = new GUIContent (text); return floatingtext; }
public static void Show(string text, string style, IFloatingTextPositioner positioner) { var go = new GameObject("FloatingText"); var floatingText = go.AddComponent <FloatingText>(); floatingText._content = new GUIContent(text); floatingText.Style = skin.GetStyle(style); floatingText._positioner = positioner; }
public static FloatingText Show(string text, string style, IFloatingTextPositioner positioner) { var go = new GameObject("Floating Text"); ///tworzymy nowy obiekt gry var floatingText = go.AddComponent<FloatingText>(); floatingText.Style = Skin.GetStyle(style); /// styl naszego tekstu floatingText._positioner = positioner; /// miejsce w ktorym tekst sie pokaze floatingText._content = new GUIContent(text); /// tresc ktora zaostanie pozakazana return floatingText; }
public static FloatingText Show(string text, string style, IFloatingTextPositioner positioner) { GameObject go = new GameObject("Floating Text"); FloatingText floatingText = go.AddComponent <FloatingText> (); floatingText.Style = skin.GetStyle(style); floatingText._positioner = positioner; floatingText._content = new GUIContent(text); return(floatingText); }
private static readonly GUISkin Skin = Resources.Load <GUISkin>("GameSkin"); // vill kunna adera en ny stil genom att lägga till i GameSkin's customstyle public static FloatingText Show(string text, string style, IFloatingTextPositioner positioner) // sätter in text osv som ska visas { var go = new GameObject("Floating Text"); // Show metoden börjar intantiera ett nytt gameobject var floatingText = go.AddComponent <FloatingText>(); // intantierar denna komponenten på go objektet floatingText.Style = Skin.GetStyle(style); floatingText._positioner = positioner; floatingText._content = new GUIContent(text); return(floatingText); }
public static FloatingText Show(string text, string style, IFloatingTextPositioner positioner) { var go = new GameObject("Floating Text"); // Instantiate a Floating Text gameobject from the class which is Monobehaviour var floatingText = go.AddComponent <FloatingText>(); // Instantiate the Floating Text component on the Floating Text gameObject floatingText.Style = Skin.GetStyle(style); floatingText._positioner = positioner; floatingText._content = new GUIContent(text); return(floatingText); // Not used (Left here to allow changing the Text or Style varibles, after instantiation) }
public static FloatingText Show(GameObject text, string textToShow, Transform t, IFloatingTextPositioner positioner) { Debug.Log("Show Text"); GameObject go = Instantiate(text, t.position, t.rotation) as GameObject; FloatingText floatingText = go.AddComponent<FloatingText>(); Text test = go.GetComponentInChildren<Text>(); test.text = textToShow; floatingText.position = (Vector2)go.transform.position; floatingText.positioner = positioner; return floatingText; }
public static FloatingText Show(string text, GUIStyle guiStyle, IFloatingTextPositioner positioner) { GameObject go = new GameObject("Floating Text"); FloatingText floatingText = go.AddComponent <FloatingText>(); floatingText.guiStyle = guiStyle; floatingText.content = new GUIContent(text); floatingText.textPositioner = positioner; return(floatingText); }
public static FloatingText Show(string text, string style, IFloatingTextPositioner positioner) { Debug.Log("floatingText.cs / Show() /"); var go = new GameObject("Floating Text"); var floatingText = go.AddComponent <FloatingText>(); Debug.Log(string.Format("--> style = {0}", style)); floatingText.Style = Skin.GetStyle(style); floatingText._positioner = positioner; floatingText._content = new GUIContent(text); return(floatingText); }
public static FloatingText Show(string text, string style, IFloatingTextPositioner positioner) { /// Stworzenie nowego obiektu gry. var go = new GameObject("Floating Text"); var floatingText = go.AddComponent<FloatingText>(); /// Ustawienie stylu tekstu. floatingText.Style = Skin.GetStyle(style); /// Ustawienie miejsca, w którym wyświetlony zostanie tekst. floatingText._positioner = positioner; /// Ustawienie treści tekstu, która zostanie pokazany. floatingText._content = new GUIContent(text); return floatingText; }
public static FloatingText Show(GameObject text, string textToShow, Transform t, IFloatingTextPositioner positioner) { Debug.Log("Show Text"); GameObject go = Instantiate(text, t.position, t.rotation) as GameObject; FloatingText floatingText = go.AddComponent <FloatingText>(); Text test = go.GetComponentInChildren <Text>(); test.text = textToShow; floatingText.position = (Vector2)go.transform.position; floatingText.positioner = positioner; return(floatingText); }
public static FloatingText Show(string text, string style, IFloatingTextPositioner positioner) { /// Stworzenie nowego obiektu gry. var go = new GameObject("Floating Text"); var floatingText = go.AddComponent <FloatingText>(); /// Ustawienie stylu tekstu. floatingText.Style = Skin.GetStyle(style); /// Ustawienie miejsca, w którym wyświetlony zostanie tekst. floatingText._positioner = positioner; /// Ustawienie treści tekstu, która zostanie pokazany. floatingText._content = new GUIContent(text); return(floatingText); }