public void SpawnText(string message, Vector2 position, float textSize = 72f, CombatHitType type = CombatHitType.Normal, Color?textColor = null) { GameObject textObj = GetCombatTextObject(); textObj.SetActive(true); textObj.transform.SetParent(this.transform); textObj.transform.localScale = Vector3.one; textObj.transform.SetAsLastSibling(); // Init the UI textObj.GetComponent <FloatingCombatTextObject>().Initialize(message, position, textSize, type, textColor); }
public void Initialize(string message, Vector2 position, float textSize, CombatHitType type, Color?textColor = null) { progress = 0f; trans = GetComponent <RectTransform>(); textObj = GetComponent <TextMeshProUGUI>(); //trans.anchoredPosition = position; trans.position = position; textObj.text = message; textObj.fontSize = textSize; color = textColor ?? Color.white; switch (type) { case CombatHitType.Normal: if (textColor == null) { color = Color.white; } break; case CombatHitType.Critical: if (textColor == null) { color = Color.yellow; } textObj.fontSize = textSize * 1.2f; break; case CombatHitType.Glancing: if (textColor == null) { color = Color.red; } break; } textObj.color = color; StartCoroutine(HandleFloatingAction()); }