public BowheadHUD(ClientWorld world, GameState gameState) : base(world, gameState) { _equipHUD = GameObject.Instantiate(GameManager.instance.clientData.hudEquipPrefab, hudCanvas.transform, false); _inventoryHUD = GameObject.Instantiate(GameManager.instance.clientData.hudInventoryPrefab, hudCanvas.transform, false); _interactHint = GameObject.Instantiate(GameManager.instance.clientData.hudButtonHintPrefab, hudCanvas.transform, false); _lockMarker = GameObject.Instantiate(GameManager.instance.clientData.hudLockPrefab, hudCanvas.transform, false); _lockMarker.gameObject.SetActive(false); _worldmap = GameObject.Instantiate(GameManager.instance.clientData.worldMapPrefab, hudCanvas.transform, false); _compass = GameObject.Instantiate(GameManager.instance.clientData.compassPrefab, hudCanvas.transform, false); _pawnHUDs = new GameObject("PawnHuds"); _pawnHUDs.transform.parent = hudCanvas.transform; _playerHUD = new GameObject("PlayerHud"); _playerHUD.transform.parent = worldHUDCanvas.transform; _worldmap.transform.SetAsLastSibling(); // keep world-map on top of everything. _worldmap.gameObject.SetActive(false); _inventoryHUD.transform.SetAsLastSibling(); // keep world-map on top of everything. _inventoryHUD.gameObject.SetActive(false); world.CritterActiveEvent += OnCritterActive; world.DamageEvent += OnDamage; world.StatusEffectAddedEvent += OnStatusEffectAdded; }