public static void Initialize() // Sets up information for the text object. { spawnPoint = GameObject.Find("GainedAnimationSpawnpoint"); // Find the canvas, later used for it's location. if (!floatingText) // If there is no text yet.. { floatingText = Resources.Load <GainTextGeneration>("Prefabs/GainTextParent"); // Go find the prefab from the resources that contains the elements. } }
public static void CreateGainsText(int[] repAmount, Transform location) // Creates floating text object { bool somethingToPrint; somethingToPrint = false; for (int i = 0; i < repAmount.Length; i++) { if (repAmount[i] != 0) { somethingToPrint = true; } } if (!somethingToPrint) { return; } GainTextGeneration instance = Instantiate(floatingText, spawnPoint.transform); // Create text and get scaling and location from spawnpoint. string textToSend = ""; // Go throught all the reputation amounts given, if it's positive, paint it screen. Otherwise red. Do nothing if no reputation change. if (repAmount[0] > 0) { textToSend = (textToSend + "<color=green>IRS +" + repAmount[0] + "</color>\n"); } if (repAmount[1] > 0) { textToSend = (textToSend + "<color=green>Punks +" + repAmount[1] + "</color>\n"); } if (repAmount[2] > 0) { textToSend = (textToSend + "<color=green>Shakers +" + repAmount[2] + "</color>\n"); } if (repAmount[3] > 0) { textToSend = (textToSend + "<color=green>Guards +" + repAmount[3] + "</color>\n"); } if (repAmount[0] < 0) { textToSend = (textToSend + "<color=red>IRS " + repAmount[0] + "</color>\n"); } if (repAmount[1] < 0) { textToSend = (textToSend + "<color=red>Punks " + repAmount[1] + "</color>\n"); } if (repAmount[2] < 0) { textToSend = (textToSend + "<color=red>Shakers " + repAmount[2] + "</color>\n"); } if (repAmount[3] < 0) { textToSend = (textToSend + "<color=red>Guards " + repAmount[3] + "</color>\n"); } instance.SetText(textToSend); // Send compiled text to the gainsText. }
public static void Initialize() // Sets up information for the text object. { spawnPoint = GameObject.Find("GainedAnimationSpawnpoint"); // Find the canvas, later used for it's location. if (!floatingText) { // If there is no text yet.. if (SceneManager.GetActiveScene().name == "MobileScene") { floatingText = Resources.Load <GainTextGeneration>("Prefabs_Mobile/GainTextParent_Mobile"); } else { floatingText = Resources.Load <GainTextGeneration>("Prefabs/GainTextParent"); // Go find the prefab from the resources that contains the elements. } } }