// Use this for initialization public void SetPowerSet(PowerSet ps) { powerSet = ps; ScrollRect sr = GetComponent <ScrollRect>(); Transform par = sr ? sr.content : transform; // clean up old list of children for (int i = 0; i < par.childCount; i++) { Destroy(par.GetChild(i).gameObject); } int y = 0; foreach (Power p in powerSet.powers) { GameObject go = ObjectFactory.GetObject(prefab); UIPowerEntry pe = go.GetComponent <UIPowerEntry>(); pe.power = p; go.transform.parent = par; go.transform.localPosition = new Vector3(100, -16 + y, 0); y -= 33; UIPowerIcon icon = go.GetComponentInChildren <UIPowerIcon>(); if (icon) { icon.SetPower(p); } } if (sr) { sr.content.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, 100); sr.content.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, 33 * powerSet.powers.Length); } }
public void ApplyPowerSet(PowerSet powerSet) { for (int i = 0; i < powerSet.powers.Length && i < items.Length; i++) { character.powers[i] = powerSet.powers[i]; items[i].Init(character, null, character.powers[i], i); items[i].GetComponentInChildren <UIPowerIcon>().SetPower(character.powers[i]); } character.UpdatePassives(); }
public void SetPowerSet(PowerSet ps) { powerSet = ps; Image image = GetComponent <Image>(); if (image) { image.sprite = powerSet.icon; image.color = powerSet.tint.GetColor(); } }
void Start() { // create a button for each set PowerSetButton button = GetComponentInChildren <PowerSetButton>(); GameObject buttonObj = button.gameObject; for (int i = 0; i < powerSets.Length; i++) { GameObject go = (i == 0) ? buttonObj : Instantiate(buttonObj, buttonObj.transform.position + Vector3.right * 48 * i, Quaternion.identity, transform); button = go.GetComponent <PowerSetButton>(); button.SetPowerSet(powerSets[i]); button.parent = this; } currentPowerSet = powerSets[0]; }