public void SetCanvas(CanvasLayers layer, GameObject canvas) { if (!canvas.GetComponent <RectTransform>()) { throw new System.ArgumentException("Gameobject provided does not contain RectTransform, invalid"); } switch (layer) { case CanvasLayers.MAIN: if (canvasMain != null) { Debug.LogWarning("GAMEFRONT canvas is reassigned, are there multiple instances set to the same layer?"); } if (canvas.GetComponent <Canvas>()) { canvasMain = canvas; } else { throw new System.ArgumentException("The main canvas needs to have a canvas component attached to it"); } break; case CanvasLayers.GAMEFRONT: if (canvasGameFront != null) { Debug.LogWarning("GAMEFRONT canvas is reassigned, are there multiple instances set to the same layer?"); } canvasGameFront = canvas; break; case CanvasLayers.GAMEMID: if (canvasGameMid != null) { Debug.LogWarning("GAMEMID canvas is reassigned, are there multiple instances set to the same layer?"); } canvasGameMid = canvas; break; case CanvasLayers.GAMEBACK: if (canvasGameBack != null) { Debug.LogWarning("GAMEBACK canvas is reassigned, are there multiple instances set to the same layer?"); } canvasGameBack = canvas; break; case CanvasLayers.UIOVERLAY: if (canvasUIOverlay != null) { Debug.LogWarning("UIOVERLAY canvas is reassigned, are there multiple instances set to the same layer?"); } canvasUIOverlay = canvas; break; default: break; } }
public GameObject GetCanvas(CanvasLayers layer) { switch (layer) { case CanvasLayers.MAIN: return(canvasMain); case CanvasLayers.GAMEFRONT: return(canvasGameFront); case CanvasLayers.GAMEMID: return(canvasGameMid); case CanvasLayers.GAMEBACK: return(canvasGameBack); case CanvasLayers.UIOVERLAY: return(canvasUIOverlay); default: return(null); } }