/// <summary> /// Loads a screen based on it's screen id. /// </summary> /// <param name="screenId">Unique identifier for a screen.</param> private UIBaseScreen LoadScreen(ScreenId screenId) { GameObject screenPrefab = GetPrefabFromScreenId(screenId); if (screenPrefab != null) { // Instantiate the screen in the canvas. GameObject instantiatedPrefab = GameObject.Instantiate(screenPrefab, m_Canvas.transform); if (instantiatedPrefab != null) { UIBaseScreen screen = instantiatedPrefab.GetComponent <UIBaseScreen>(); if (screen != null) { // Call set defaults and assign the current screen. screen.Initialize(); return(screen); } } } return(null); }
/// <summary> /// Loads a screen based on it's screen id. /// </summary> /// <param name="screenId">Unique identifier for a screen.</param> private UIBaseScreen LoadScreen(ScreenId screenId) { GameObject screenPrefab = GetPrefabFromScreenId(screenId); if (screenPrefab != null) { // Instantiate the screen in the canvas. GameObject instantiatedPrefab = GameObject.Instantiate(screenPrefab, m_Canvas.transform); if (instantiatedPrefab != null) { UIBaseScreen screen = instantiatedPrefab.GetComponent <UIBaseScreen>(); if (screen != null) { // Call set defaults and assign the current screen. screen.Initialize(m_ScreenParams); // make sure prompts bar is last in the hierarchy m_PromptsBar.SetAsLastSibling(); return(screen); } } } return(null); }