public void AddMomentum(float momentumAdded) { // if not yet started counting, the counting starts now. if (!m_startedGame) { StartCoroutine(WaitAndDecayMomentum()); m_startedGame = true; } if (momentumAdded < 0) { Debug.LogError("AddMomentum() cannot accept negative value: " + momentumAdded); return; } Momentum += momentumAdded; UpdateMomentum(); //creating momentum floatingText if (m_floatingTextPrefab) { GameObject floatingDamageInstance = Instantiate(m_floatingTextPrefab, transform.position, Quaternion.identity); FloatingText floatingText = floatingDamageInstance.GetComponent <FloatingText>(); floatingText.Init( string.Format("+{0} mntm", momentumAdded), m_momentumText.transform.position ); floatingText.text.color = new Color(0, 255, 255, 255); } }
public void AddScore() { FloatingText floating = Instantiate(floatingNumberPrefab, transform.position, floatingNumberPrefab.transform.rotation); floating.Init(string.Format("<b>{0}</b>", scoreToAdd.ToString())); ScoreManager.singleton.score += scoreToAdd; }
public static GameObject CreateFloatingText(Vector3 iPosition, string iText, float iDuration, Color?iColor = null) { GameObject obj = (GameObject)GameObject.Instantiate(Active.FloatingTextPrefab, iPosition, Quaternion.identity); FloatingText floatingText = obj.GetComponent <FloatingText>(); floatingText.transform.parent = Active.FloatingTextContainer.transform; floatingText.Init(iText, iDuration, iColor ?? Color.black); return(obj); }
/// <inheritdoc /> protected override void OnPickup(GameObject picker) { Health health = picker.GetComponent <Health>() ?? picker.GetComponentInParent <Health>(); if (health) { health.AddHealth(regenAmount); } else { Debug.LogWarning("Pickup picker does not contain a Health script: " + picker.name); } if (floatingHealthText) { GameObject floatingTextInstance = Instantiate(floatingHealthText, transform.position, Quaternion.identity); FloatingText floatingText = floatingTextInstance.GetComponent <FloatingText>(); floatingText.Init(string.Format("+{0}HP", regenAmount), Vector3.up * 5, false); floatingText.text.color = Color.red; floatingText.text.fontSize -= 3; } }