コード例 #1
0
 public override void Reset()
 {
     renderer = null;
     scoreFlashInstance = null;
 }
コード例 #2
0
ファイル: ScoreFlash.cs プロジェクト: gary600/minimize
 private void PushRendererToPool(ScoreFlashRendererBase objectForPool)
 {
     objectForPool.Cleanup();
     objectForPool.gameObject.SetActive(false);
     rendererPool.Add(objectForPool);
 }
コード例 #3
0
ファイル: ScoreMessage.cs プロジェクト: gary600/minimize
 /// <summary>
 ///     Updates the message currently displayed.
 /// </summary>
 /// <param name="message">
 ///     Either a simple text string, or your custom implementation of
 ///     <see cref="ScoreFlashRendererBase"/>, or any of: int, long,
 ///     float, double, Component (so you can also put in MonoBehaviours),
 ///     GameObject ... or any object that has a useful ToString method ;-)
 /// </param>
 public void UpdateMessage(object message)
 {
     if (message is ScoreFlashRendererBase) {
         scoreFlashRenderer = (ScoreFlashRendererBase)message;
     } else if (message is int) {
         int val = (int)message;
         this.Text = val > 0 ? string.Format("+{0}", val) : string.Format("{0}", val);
     } else if (message is long) {
         long val = (long)message;
         this.Text = val > 0 ? string.Format("+{0}", val) : string.Format("{0}", val);
     } else if (message is float) {
         float val = (float)message;
         this.Text = val > 0 ? string.Format("+{0:0.00}", val) : string.Format("{0:0.00}", val);
     } else if (message is double) {
         double val = (double)message;
         this.Text = val > 0 ? string.Format("+{0:0.0000}", val) : string.Format("{0:0.0000}", val);
     } else if (message is UnityEngine.Component) {
         UnityEngine.Component val = (UnityEngine.Component)message;
         this.Text = val.name;
     } else if (message is GameObject) {
         GameObject val = (GameObject)message;
         this.Text = val.name;
     } else if (message is string) {
         this.Text = (string)message;
     } else { // we don't know better? well, just use the usual ToString()
         this.Text = message.ToString();
     }
 }