public static void createNotification(GameObject on, sprites name, string Text, Color color, bool spinning) { if (visibleCanvas != null) { reset(); } Notification.spinning = spinning; Debug.Log("Creating Click options for: " + on.name); GameObject cam = Camera.main.gameObject; Vector3 createAt = on.transform.position; Vector3 above = createAt; above.y += 30; RaycastHit hit; Physics.Raycast(above, createAt - above, out hit, 30.0f); Debug.Log("Top of element is at: " + hit.point); Vector3 camUp = cam.transform.up; camUp.Normalize(); camUp *= 2.0f; createAt = hit.point + camUp; GameObject parent = GameObject.Instantiate(canvas, createAt, cam.transform.rotation); GameObject iconCreated = GameObject.Instantiate(image, parent.transform); GameObject textCreated = GameObject.Instantiate(text, parent.transform); iconCreated.GetComponent <UnityEngine.UI.Image>().sprite = GetSprite(name); iconCreated.GetComponent <UnityEngine.UI.Image>().color = color; textCreated.GetComponent <UnityEngine.UI.Text>().text = Text; textCreated.GetComponent <UnityEngine.UI.Text>().color = new Color(0.8f, 0.8f, 0.8f); if (Text.Equals("")) { iconCreated.transform.localPosition = Vector3.zero; } if (name.Equals(sprites.Starting) && spinning) { spinMode2 = true; } else { spinMode2 = false; } visibleCanvas = parent; visibleImage = iconCreated; visibleText = textCreated; setAlpha(0.0f); }
private static Sprite GetSprite(sprites sprite) { switch (sprite) { case sprites.Energy_Low: return(availSprites[0]); case sprites.Working: return(availSprites[1]); case sprites.Starting: return(availSprites[2]); case sprites.Stopping: return(availSprites[3]); case sprites.Targeting: return(availSprites[4]); default: return(null); } }
this.sprites[^ 1].Add(sprites[i]);
public static void createNotification(GameObject on, sprites name, string Text, Color color) { createNotification(on, name, Text, color, false); }
// Use this for initialization void Start() { i = 0; currentSprite = sprites.bugs; ChangeSpritesByEnum(); }
public void OpenBackgroundSprites() { currentSprite = sprites.background; ChangeSpritesByEnum(); }
public void OpenFoodSprites() { currentSprite = sprites.food; ChangeSpritesByEnum(); }
public void OpenBugsSprites() { currentSprite = sprites.bugs; ChangeSpritesByEnum(); }