/// <summary> /// Currently creates and displays the prefab. /// If the manager has one create of the same type of IconLocObject /// If will reset that one /// /// Returns the newly set iconlocobject /// /// Duration of -1 means that the icon will last until its object is gone /// </summary> protected IconLocObject DrawIcon(float duration = -1) { FUI2dLocManager ILM = FUI2dLocManager.GetLM; if (ILM == null) { Debug.LogWarning("FUI2dLocManager has not been created yet"); return(null); } else { // Debug.LogWarning("**** "+gameObject.name + " Going to spawn Icon"); if (allowSpawn) { //cacheObject = null; cacheObject = ILM.CreateIcon(prefab, SpawnType, isTarget3D, this.gameObject, duration); if (cacheObject != null) { isDrawn = true; return(cacheObject); } else { return(null); } } else { return(null); } } }
// Use this for initialization void Awake() { // set the instance of me _manager = this; Init(); }
new public bool Init(FUI2dLocManager locManager, FUI2dLocManager.IconLocObjectTypes type, GameObject target, bool target3d, float dur) { Debug.LogWarning("Init from IconLocCannon.cs"); bool isInit = false; isInit = base.Init(locManager, type, target, target3d, dur); if (!isInit) { // we failed, return false; return(isInit); } else { isInit = false; // reset to false // test to see if we have cannon isInit = SetCannon(); } return(isInit); }
/// <summary> /// Initialized this object from the Manager /// </param> /// </summary> public bool Init(FUI2dLocManager locManager, FUI2dLocManager.IconLocObjectTypes type, GameObject target, bool target3d, float dur) { if (target == null) { Debug.LogError("Trying to init IconLocObject with invalid Target"); return(false); } myManager = locManager; _type = type; _target = target; _isTarget3d = target3d; duration = dur; _isActive = true; // using NGUI Tools to make sure the entire object and children are active. // Deactive will not make the parent and children gameobject inactive Activate(); // NGUITools.SetActive(this.gameObject, _isActive); return(_isActive); }