private void MakeText(GameObject model, AbilityCastResult result, AbilityResourceImpactData impactData) { GameObject textGo = PinouApp.Pooler.Retrieve(model, transform); UI_DamageText dmgTxt = textGo.GetComponent <UI_DamageText>(); dmgTxt.Build(result, impactData); _damageTexts.Add(dmgTxt); }
public void TakeDamage(Stats damageSource, Vector3 damageLoc) { currentSliceDamage = 0; GameObject temp = Instantiate(damageTextPrefab); trackedSliceDamage = temp.GetComponent <UI_DamageText>(); //Basic for testing. Will be broadened. realStats.Health -= damageSource.Attack; HealthValueChanged?.Invoke(realStats.HealthPct); temp.GetComponent <UI_DamageText>().UpdatePositionAndValue(damageLoc, damageSource.Attack.ToString()); currentSliceDamage = damageSource.Attack; if (realStats.Health <= 0) { Die(); } }