/// <summary> /// Gets the slot with the specified ID and Group. /// </summary> /// <returns>The slot.</returns> /// <param name="ID">The slot ID.</param> /// <param name="group">The slot Group.</param> public static UISpellSlot GetSlot(int ID, UISpellSlot_Group group) { UISpellSlot[] sl = Resources.FindObjectsOfTypeAll <UISpellSlot>(); foreach (UISpellSlot s in sl) { // Check if the slow is active in the hierarchy if (s.gameObject.activeInHierarchy && s.ID == ID && s.slotGroup == group) { return(s); } } return(null); }
/// <summary> /// Gets all the slots in the specified group. /// </summary> /// <returns>The slots.</returns> /// <param name="group">The spell slot group.</param> public static List <UISpellSlot> GetSlotsInGroup(UISpellSlot_Group group) { List <UISpellSlot> slots = new List <UISpellSlot>(); UISpellSlot[] sl = Resources.FindObjectsOfTypeAll <UISpellSlot>(); foreach (UISpellSlot s in sl) { // Check if the slow is active in the hierarchy if (s.gameObject.activeInHierarchy && s.slotGroup == group) { slots.Add(s); } } return(slots); }
/// <summary> /// Gets all the slots in the specified group. /// </summary> /// <returns>The slots.</returns> /// <param name="group">The spell slot group.</param> public static List <UISpellSlot> GetSlotsInGroup(UISpellSlot_Group group) { List <UISpellSlot> slots = new List <UISpellSlot>(); UISpellSlot[] sl = Resources.FindObjectsOfTypeAll <UISpellSlot>(); foreach (UISpellSlot s in sl) { // Check if the slow is active in the hierarchy if (s.gameObject.activeInHierarchy && s.slotGroup == group) { slots.Add(s); } } // Sort the slots by id slots.Sort(delegate(UISpellSlot a, UISpellSlot b) { return(a.ID.CompareTo(b.ID)); }); return(slots); }