public void SpawnText(Vector3 position, string text, Color color) { FadingText ft = Instantiate(ftPrefab); ft.SetText(text); ft.SetColor(color); ft.transform.position = position; ft.transform.SetParent(transform); }
/// <summary> /// Creates fading text effect. (Requires screen overlay canvas) /// </summary> /// <param name="pos"> The world space position of object. </param> /// <param name="text"> The text component of effect. </param> /// <param name="clr"> The color of text. </param> public void CreateFadingText(Vector2 pos, string text, Color clr) { // Create fading text and set its position from world space to screen space. GameObject tmp = Instantiate(fadingText) as GameObject; tmp.transform.SetParent(worldSpaceCanvas.transform, false); Vector3 uiPos = Camera.main.WorldToScreenPoint(pos); tmp.transform.position = uiPos; // Setup text properties. FadingText ft = tmp.GetComponent <FadingText>(); TextMeshProUGUI tMesh = tmp.GetComponent <TextMeshProUGUI>(); ft.SetText(tMesh, text); ft.SetColor(tMesh, clr); }