private void Awake() { zoneSelectorPlayer = Instantiate(zoneSelectorPrefab).GetComponent <ZoneSelector>(); zoneSelectorTarget = Instantiate(zoneSelectorPrefab).GetComponent <ZoneSelector>(); GameObject obj = Instantiate(characterInfoPanelPrefab); characterInfoPanel = obj.GetComponent <CharacterInfoPanel>(); characterInfoPanel.Hide(); }
public ScriptAllCharacterInfo(LAYOUT_TYPE type, string name, GameLayout layout) : base(type, name, layout) { mInfoPanelList = new CharacterInfoPanel[GameDefine.MAX_PLAYER_COUNT]; for (int i = 0; i < GameDefine.MAX_PLAYER_COUNT; ++i) { mInfoPanelList[i] = new CharacterInfoPanel(); } }
public void Awake() { if (instance == null) { //...set this one to be it... instance = this; } //...otherwise... else if (instance != this) { //...destroy this one because it is a duplicate. Destroy(gameObject); } activeCharacter = null; gameObject.SetActive(false); }
private void SpawnAllCharacters() { CharacterInfoPanel instanciate = (CharacterInfoPanel)FindObjectOfType(typeof(CharacterInfoPanel)); if (instanciate) { instanciate.gameObject.SetActive(false); for (int i = 0; i < Characters.Count; i++) { CharacterInfoPanel healthPanel = Instantiate(instanciate, instanciate.transform.position + new Vector3(i * 100, 0, 0), Quaternion.identity, gameHUD.transform.parent); healthPanel.gameObject.SetActive(true); Characters[i].instance = Instantiate(characterPrefab, spawnPoint.position, spawnPoint.rotation) as GameObject; Characters[i].Setup(); Characters[i].SetupHealthPanel(healthPanel); } } }