// Creates AbilityBar Prefabs private void SetupAbilityBar(int id, List <BattleAbility> abilities) { GameObject newAbilityBar = GameObject.FindWithTag("AbilityBarPool").GetComponent <SimpleObjectPool>().GetObject(); newAbilityBar.transform.SetParent(GameObject.FindWithTag("Actionbar").transform, false); newAbilityBar.transform.localPosition = new Vector3(0.0f, 0.0f, 0.0f); SampleAbilityBar sampleAbilityBar = newAbilityBar.GetComponent <SampleAbilityBar>(); sampleAbilityBar.transform.position = new Vector3(0, 0, 0); sampleAbilityBar.Setup(id, abilities); }
public void Setup(BattleAbility currentAbility, SampleAbilityBar currentAbilityBar) { castRange = currentAbility.range; xAxis = currentAbility.xAxis; abilityValue = currentAbility.value; reticleType = currentAbility.reticleType; targetType = currentAbility.targetType; abilityType = currentAbility.abilityType; string img = currentAbility.abilityId.ToString() + ".jpg"; Image abilityIcon = gameObject.GetComponentsInChildren <Image>()[1]; Sprite abilitySprite = IMG2Sprite.instance.LoadNewSprite(Application.streamingAssetsPath + "/Abilities/" + img); abilityIcon.sprite = abilitySprite; abilityName.text = currentAbility.name; ability = currentAbility; sampleAbilityBar = currentAbilityBar; }