public void creattext(Vector2 pos, string text, SCTTYPE type, bool crit) { pos.y += 0.09f; Text combat = Instantiate(combattextpf, transform).GetComponent <Text>(); combat.transform.position = pos; string operation = string.Empty; switch (type) { case SCTTYPE.DAMAGE: operation += "-"; combat.color = Color.white; break; case SCTTYPE.HEAL: operation += "+"; combat.color = Color.green; break; } combat.text = operation + text; if (crit) { combat.GetComponent <Animator>().SetBool("Crit", crit); } }
public void CreateText(Vector2 position, string text, SCTTYPE type) { Text sct = Instantiate(combatTextPrefab, transform).GetComponent <Text>(); sct.transform.position = position; string before = string.Empty; string after = string.Empty; switch (type) { case SCTTYPE.DAMAGE: before = "-"; sct.color = Color.red; break; case SCTTYPE.HEAL: before = "+"; sct.color = Color.green; break; case SCTTYPE.XP: before = "+"; after = "XP"; sct.color = Color.yellow; break; default: break; } sct.text = before + text + after; }
public void CreateText(Vector2 position, string text, SCTTYPE type, bool crit) { position.y += 0.6f; var sct = Instantiate(combatTextPrefab, transform).GetComponent <Text>(); sct.transform.position = position; var operation = string.Empty; switch (type) { case SCTTYPE.DAMAGE: sct.color = Color.red; break; case SCTTYPE.HEAL: operation += "+"; sct.color = Color.green; break; } sct.text = operation + text; if (crit) { sct.GetComponent <Animator>().SetBool("Crit", crit); } }
public void CreateText(Vector2 position, string text, SCTTYPE type, bool crit) { SCTQueue.Enqueue(new SCTObject() { Crit = crit, Position = position, Text = text, SCTType = type }); }
public void CreateText(Vector2 position, string text, SCTTYPE type, bool crit) { // the amont of offset above the head position.y += 1.0f; Text sct = Instantiate(combatTextPrefab, transform).GetComponent <Text>(); sct.transform.position = position; string before = string.Empty; string after = string.Empty; switch (type) { case SCTTYPE.DAMAGE: before = "-"; sct.color = Color.red; break; case SCTTYPE.HEAL: before = "+"; sct.color = Color.green; break; case SCTTYPE.EXP: before = "+"; after = "Exp"; sct.color = Color.yellow; break; case SCTTYPE.HUNGER: before = "+"; after = "hunger"; sct.color = Color.green; break; } sct.text = before + text + after; if (crit) { sct.GetComponent <Animator>().SetBool("crit", crit); } }
public void CreatText(Vector2 position, string text, SCTTYPE type, bool crit) { position.y += 0.5f;//offset Text sct = Instantiate(combatTextPrefab, transform).GetComponent <Text>(); sct.transform.position = position; string operation = string.Empty; string before = string.Empty; string after = string.Empty; switch (type) { case SCTTYPE.DAMAGE: operation = "-"; sct.color = Color.red; break; case SCTTYPE.HEAL: operation = "+"; sct.color = Color.green; break; case SCTTYPE.XP: operation = "+"; after = " XP"; sct.color = Color.yellow; break; default: break; } sct.text = operation + text + after; if (crit) { sct.GetComponent <Animator>().SetBool("Crit", crit); } }
/// <summary> /// 텍스트를 생성하는 함수 /// </summary> /// <param name="position">생성할 위치</param> /// <param name="text">텍스트</param> /// <param name="type">어떠한 타입의 텍스트인지</param> /// <param name="crit">크리일경우 빨간색</param> public void CreateText(Vector2 position, string text, SCTTYPE type, bool crit) { //플레이어 위치에 알맞게 생성 position.y += 0.8f; Text sct = Instantiate(combatTextPrefab, transform).GetComponent <Text>(); sct.transform.position = position; //숫자 앞의 부호표시 string before = string.Empty; string after = string.Empty; switch (type) { case SCTTYPE.DAMAGE: before = "-"; sct.color = Color.red; break; case SCTTYPE.HEAL: before = "+"; sct.color = Color.green; break; case SCTTYPE.XP: before = "+"; after = " XP"; sct.color = Color.yellow; break; } sct.text = before + text + after; //크리티컬일시 if (crit) { sct.GetComponent <Animator>().SetBool("Crit", crit); } }