public NamePlateController SpawnNamePlate(NamePlateUnit namePlateUnit, bool usePositionOffset) { //Debug.Log("NamePlateManager.SpawnNamePlate(" + namePlateUnit.DisplayName + ")"); NamePlateController namePlate = Instantiate(namePlatePrefab, namePlateContainer); namePlates.Add(namePlateUnit, namePlate); namePlate.SetNamePlateUnit(namePlateUnit, usePositionOffset); return(namePlate); }
public NamePlateController AddNamePlate(NamePlateUnit interactable, bool usePositionOffset) { //Debug.Log("NamePlateManager.AddNamePlate(" + interactable.gameObject.name + ")"); if (namePlates.ContainsKey(interactable) == false) { return(SpawnNamePlate(interactable, usePositionOffset)); } //Debug.Log("NamePlateManager.AddNamePlate(" + interactable.gameObject.name + "): key already existed. returning null!!!"); return(namePlates[interactable]); }
public void SetFocus(NamePlateUnit newInteractable) { ClearFocus(); //Debug.Log("NamePlateManager.SetFocus(" + characterUnit.MyCharacter.MyCharacterName + ")"); if (namePlates.ContainsKey(newInteractable)) { focus = newInteractable; // enemy could be dead so we need to check if they exist in the nameplates dictionary namePlates[newInteractable].Highlight(); } }
public void RemoveNamePlate(NamePlateUnit namePlateUnit) { //Debug.Log("NamePlatemanager.RemoveNamePlate(" + namePlateUnit.DisplayName + ")"); if (namePlates.ContainsKey(namePlateUnit)) { if (namePlates[namePlateUnit] != null && namePlates[namePlateUnit].gameObject != null) { objectPooler.ReturnObjectToPool(namePlates[namePlateUnit].gameObject); } namePlates.Remove(namePlateUnit); } }
public NamePlateController AddNamePlate(NamePlateUnit interactable, bool usePositionOffset) { //Debug.Log("NamePlateManager.AddNamePlate(" + interactable.DisplayName + ")"); if (namePlates.ContainsKey(interactable) == false) { NamePlateController namePlate = SpawnNamePlate(interactable, usePositionOffset); interactable.NamePlateController.NamePlateNeedsRemoval += RemoveNamePlate; return(namePlate); } //Debug.Log("NamePlateManager.AddNamePlate(" + namePlateUnit.DisplayName + "): key already existed. returning null!!!"); return(null); }
public void ClearFocus() { //Debug.Log("NamePlateManager.ClearFocus()"); if (focus != null) { if (namePlates.ContainsKey(focus)) { // enemy could be dead so we need to check if they exist in the nameplates dictionary namePlates[focus].UnHighlight(); } } focus = null; }
public NamePlateController SpawnNamePlate(NamePlateUnit namePlateUnit, bool usePositionOffset) { //Debug.Log("NamePlateManager.SpawnNamePlate(" + namePlateUnit.DisplayName + ")"); NamePlateController namePlate = objectPooler.GetPooledObject(namePlatePrefab, namePlateContainer).GetComponent <NamePlateController>(); namePlate.Configure(systemGameManager); namePlates.Add(namePlateUnit, namePlate); namePlate.SetNamePlateUnit(namePlateUnit, usePositionOffset); // testing - so nameplates spawned after setting target don't end up in front of the target namePlate.transform.SetAsFirstSibling(); return(namePlate); }
public void RemoveNamePlate(NamePlateUnit namePlateUnit) { //Debug.Log("NamePlatemanager.RemoveNamePlate(" + namePlateUnit.DisplayName + ")"); if (namePlateUnit?.NamePlateController != null) { namePlateUnit.NamePlateController.NamePlateNeedsRemoval -= RemoveNamePlate; } if (namePlates.ContainsKey(namePlateUnit)) { if (namePlates[namePlateUnit] != null && namePlates[namePlateUnit].gameObject != null) { Destroy(namePlates[namePlateUnit].gameObject); } namePlates.Remove(namePlateUnit); } }