void GetUnit() { UnitThis = Instantiate <UnitBehevior> (UnitsCanUse[UnitTurn], transform); UnitThis.transform.position = Vector3.one * 1000; UnitText.text = UnitsCanUse[UnitTurn].name; UnitImage.sprite = UnitThis.transform.Find("Body").GetComponent <SpriteRenderer> ().sprite; AllText[0].text = "Helty:" + UnitThis.data.Helty; AllText[1].text = "Shild:" + UnitThis.data.Shild; AllText[2].text = "Armor:" + UnitThis.data.Armor; AllText[3].text = "Armor qulity:" + UnitThis.ArmorQulity; AllText[4].text = "Skill for this weapon:" + UnitThis.Skills[WeaponThis.TypeWeapon]; AllText[9].text = "Unit Cost:" + UnitThis.WhatACost(); AllText[10].text = "Unit and Weapon Cost:" + (UnitThis.WhatACost() + WeaponThis.WhatACost()); AllText[13].text = UnitThis.data.PercOfUnit.Discription; AllText[14].text = ""; for (int i = 0; i < 6; i++) { AllText[14].text += GetWeaponType(i) + " : " + UnitThis.Skills[i] + "\n"; } AllText[15].text = UnitThis.data.Discription; AllText[16].text = UnitThis.data.PercOfUnit.name; AllText[17].text = "кол-во:" + UnitsCanUseCout[UnitTurn]; }
void GetWeapon() { WeaponThis = Instantiate(WeaponCanUse[WeaponTurn], transform); WeaponThis.transform.position = Vector3.one * 1000; WeaponText.text = WeaponCanUse[WeaponTurn].name; WeaponImage.sprite = WeaponThis.data.ImageOFGun; AllText[4].text = "Skill for this weapon:" + UnitThis.Skills[WeaponThis.TypeWeapon]; AllText[5].text = "Ammo:" + WeaponThis.MaxLoad; AllText[6].text = "Damage:" + WeaponThis.Damage; AllText[7].text = "Optimal Distance:" + WeaponThis.NormalDistance.ToString() + "\n" + "Max Distance:" + WeaponThis.MaxDistance; AllText[8].text = "Weapon Cost:" + WeaponThis.WhatACost() + "\n" + "кол-во:" + WeaponCanUseCount[WeaponTurn]; AllText[12].text = "weapon fire:" + WeaponThis.fireTypeThis; AllText[10].text = "Unit and Weapon Cost:" + (UnitThis.WhatACost() + WeaponThis.WhatACost()); WeaponRareType.color = GetRareColor((int)WeaponThis.data.rareType); }