private void PrintSelectedUnitStats(UnitStackBase unit) { DeselectCurrentTarget(); nameSelectedText.gameObject.SetActive(true); numberSelectedText.gameObject.SetActive(true); HPSelectedText.gameObject.SetActive(true); currentHPSelectedText.gameObject.SetActive(true); damageSelectedText.gameObject.SetActive(true); initiativeSelectedText.gameObject.SetActive(true); nameSelectedText.text = unit.UnitName; numberSelectedText.text = "Количество " + unit.NumberOfUnits; HPSelectedText.text = "Max HP " + unit.MaxHealth; currentHPSelectedText.text = "Current HP " + unit.TopUnitHealth; damageSelectedText.text = "Урон " + unit.Damage; initiativeSelectedText.text = "Инициатива " + unit.Initiative; List <IDisplayableIcon> icons = new List <IDisplayableIcon>(); icons.AddRange(unit.GetComponentsInChildren <IDisplayableIcon>()); for (int i = 0; i < icons.Count; i++) { IDisplayableIcon icon = icons[i]; DisplaySelectedUnitIcon(icon, i); } }
public void PrintActiveUnitStats(UnitStackBase unit) { ClearActiveUnitStats(); nameActiveText.gameObject.SetActive(true); numberActiveText.gameObject.SetActive(true); HPActiveText.gameObject.SetActive(true); currentHPActiveText.gameObject.SetActive(true); damageActiveText.gameObject.SetActive(true); initiativeActiveText.gameObject.SetActive(true); nameActiveText.text = unit.UnitName; numberActiveText.text = "Количество " + unit.NumberOfUnits; HPActiveText.text = "Max HP " + unit.MaxHealth; currentHPActiveText.text = "Current HP " + unit.TopUnitHealth; damageActiveText.text = "Урон " + unit.Damage; initiativeActiveText.text = "Инициатива " + unit.Initiative; List <IActiveAbility> abilities = new List <IActiveAbility>(); abilities.AddRange(unit.GetComponentsInChildren <IActiveAbility>()); foreach (IActiveAbility ability in abilities) { SetActiveUnitAbility(ability); } List <IDisplayableIcon> blackList = new List <IDisplayableIcon>(); blackList.AddRange(abilities); List <IDisplayableIcon> icons = new List <IDisplayableIcon>(); icons.AddRange(unit.GetComponentsInChildren <IDisplayableIcon>()); foreach (IDisplayableIcon icon in icons) { if (blackList.Contains(icon)) { continue; } DisplayActiveUnitIcon(icon); } }