void GenerateTextDamagePool(int quantity) { for (int currentObject = 0; currentObject < quantity; currentObject++) { GameObject instantiatedObject = gameManager.InstantiateObject(textDamagePrefab, transform, 0.0f, 30.0f, 0.0f, 1.0f, 1.0f, 1.0f); TextDamage textDamage = instantiatedObject.GetComponent <TextDamage>(); textDamage.prefabPools = this; textDamage.StartSetup(); textDamage.enabled = false; stackTextDamage.Push(textDamage); } }
public void CreateTextDamage(float damageAmount, float locationX, float locationY, bool takingDamage) { float randLocX = Random.Range(-0.3f, 0.3f); float randLocY = Random.Range(-0.3f, 0.3f); TextDamage textDamage = gameManager.prefabPools.PopTextDamage(); if (textDamage != null) { textDamage.enabled = true; textDamage.PopOffStack(damageAmount, locationX + randLocX, locationY + randLocY, takingDamage); } }