public void AddNewStatusIcon(StatusIcon iconData, int stacksGained) { Debug.Log("AddNewStatusProcess() called"); GameObject newIconGO = Instantiate(statusIconPrefab, gameObject.transform); StatusIcon newStatus = newIconGO.GetComponent <StatusIcon>(); newStatus.InitializeSetup(StatusIconLibrary.Instance.GetStatusIconByName(iconData.statusName)); newStatus.ModifyStatusIconStacks(stacksGained); myStatusIcons.Add(newStatus); }
public void AddNewStatusIcon(StatusIconDataSO iconData, int stacksGained) { // only create an icon if the the effects' stacks are at least 1 or -1 if (stacksGained != 0) { Debug.Log("StatusManager.AddNewStatusProcess() called"); GameObject newIconGO = Instantiate(statusIconPrefab, gameObject.transform); StatusIcon newStatus = newIconGO.GetComponent <StatusIcon>(); newStatus.InitializeSetup(iconData); newStatus.ModifyStatusIconStacks(stacksGained); myStatusIcons.Add(newStatus); } }