コード例 #1
0
 // Use this for initialization
 void Awake()
 {
     StatText         = Stats.GetComponent <TextMeshProUGUI>();
     AttributeManager = GetComponentInParent <Attribute_Manager>();
     PlusStats        = transform.parent.gameObject.GetComponentInChildren <Plus_Stats>();
     // StatModifier = 0;
 }
コード例 #2
0
    // Use this for initialization
    void Start()
    {
        int offset = 0;  // for offsetting the array

        Attribute_Manager = GetComponentInParent <Attribute_Manager>();

        foreach (Transform child in transform)
        {//Get the number of children
            // its 6 but incase there is morein the future
            if (child.CompareTag("EditableUI"))
            {
                childCount++;
            }
            else
            {
                offset++;
            }
        }
        Displayed_Attributes = new GameObject[childCount];

        int arrayOffset = 0;

        for (int i = 0; i < childCount + offset; ++i)
        { // Filling in the data into the array of displayed attributes
            if (transform.GetChild(i).CompareTag("EditableUI"))
            {
                // minus from offset
                Displayed_Attributes[i - arrayOffset] = transform.GetChild(i).gameObject;
            }
            else
            { // If the child isnt a Attribute UI that is editable
                arrayOffset++;
            }
        }
    }
コード例 #3
0
    //private Image

    // Use this for initialization
    void Awake()
    {
        StatText         = Stats.GetComponent <TextMeshProUGUI>();
        AttributeManager = GetComponentInParent <Attribute_Manager>();
        //AttributeManager.Modifier[(int)Stat] = 0;
    }
コード例 #4
0
 // Use this for initialization
 void Awake()
 {
     StatText         = GetComponent <TextMeshProUGUI>();
     AttributeManager = GetComponentInParent <Attribute_Manager>();
 }