void UpdateAttackDefenseUIElement(List <AttackDefenseSlot> list, AttackDefenseType type, string value, bool onTxt1 = false) { AttackDefenseSlot attackDefSlot = weaponInfo.GetAttackDefenseSlot(list, type); if (!onTxt1) { attackDefSlot.slot.text2.text = value; } else { attackDefSlot.slot.text1.text = value; } }
//Creating for additional effects void CreateAttackDefenseUIElementMini(List <AttackDefenseSlot> list, Transform parent, AttackDefenseType type) { AttackDefenseSlot attackDefense = new AttackDefenseSlot(); attackDefense.type = type; list.Add(attackDefense); GameObject go = Instantiate(weaponInfo.slotMini) as GameObject; go.transform.SetParent(parent); go.transform.localScale = Vector3.one; attackDefense.slot = go.GetComponent <InventoryUISlot>(); attackDefense.slot.text1.text = "-"; go.SetActive(true); }