private void AddEffect(Transform container, R type, float value) { GameObject go = Instantiate(EffectPrefab, container); UIPropertyView uipv = go.GetComponent <UIPropertyView>(); uipv.SetProperty(type.ToString()); uipv.SetValue(float.MaxValue, value); }
private void AddEffect(R type, float value) { GameObject go = Instantiate(EffectPrefab, EffectsGrid); UIPropertyView uipv = go.GetComponent <UIPropertyView>(); uipv.StringFormat = ""; uipv.SetProperty(type.ToString()); uipv.SetValue(float.MaxValue, value); }
void Start() { _unitTypesConfig = GameConfig.Get <UnitTypesConfig>(); _unit = _unitTypesConfig[UnitTypeIndex]; GameModel.HandleGet <HexModel>(OnHexModelChange); Button.onClick.AddListener(OnButtonClick); Name.text = _unit.Name; Body.SetValue(_unit.Body); Mind.SetValue(_unit.Mind); Soul.SetValue(_unit.Soul); ResistanceTemperature.SetPosition(_unit.Temperature); ResistancePressure.SetPosition(_unit.Pressure); ResistanceHumidity.SetPosition(_unit.Humidity); ResistanceRadiation.SetPosition(_unit.Radiation); UIPropertyView currentEffect = Effect1; if (_unit.ITemperature != 0) { SetEffectValue(currentEffect, R.Temperature); currentEffect = Effect2; } if (_unit.IPressure != 0) { SetEffectValue(currentEffect, R.Pressure); currentEffect = Effect2; } if (_unit.IHumidity != 0) { SetEffectValue(currentEffect, R.Humidity); currentEffect = Effect2; } if (_unit.IRadiation != 0) { SetEffectValue(currentEffect, R.Radiation); } }
private void SetEffectValue(UIPropertyView Effect, R type) { Effect.SetProperty(type.ToString()); Effect.SetValue(Convert.ToSingle(GetUnitImpactValue(_unit, type))); }