void SetUnitLeadershipInfo(PartyUnit partyUnit) { transform.Find("Panel/LeaderAttributes").gameObject.SetActive(true); // get attribute text Text attributeText = transform.Find("Panel/LeaderAttributes/Values/Leadership").GetComponent <Text>(); // set current and max leadership attributeText.text = GetLeadershipConsumedByPartyUnitsExcludingLeader(partyUnit).ToString() + "/" + partyUnit.GetEffectiveLeadership().ToString(); // verify if base leadership does not equal to effective leadership if (partyUnit.GetEffectiveLeadership() != partyUnit.UnitLeadership) { // Display how leadership is calculated attributeText.text += "("; // set default unit power without bonuses (without just upgraded stats power bonus) attributeText.text += baseStatPreviewStyleStart + partyUnit.UnitLeadership.ToString() + baseStatPreviewStyleEnd; // get and add skill bonus to text if upgrade unit panel is active AddBonusInfoToText(attributeText, partyUnit.GetLeadershipSkillBonus(), skillBonusPreviewStyleStart, skillBonusPreviewStyleEnd); // get and add items bonus to text if upgrade unit panel is active AddBonusInfoToText(attributeText, partyUnit.GetLeadershipItemsBonus(), itemBonusPreviewStyleStart, itemBonusPreviewStyleEnd); // close brackets attributeText.text += ")"; } }