public void ShowHUD() { if (InputMode_Text != null) { InputMode_Text.SetActive(true); } if (InputFieldObj != null) { InputFieldObj.SetActive(true); } if (BackgroundUI != null) { BackgroundUI.SetActive(true); } InputFieldObj.GetComponent <Image>().enabled = true; InputFieldObj.GetComponent <InputField>().enabled = true; InputFieldObj.GetComponentsInChildren <Text>().ToList().ForEach(x => x.enabled = true); Crosshair.GetComponent <Text>().enabled = true; ThrowForceBar.SetActive(true); TargetText.GetComponent <Text>().enabled = true; }
public void HideHUD() { InputMode_Text = GameObject.Find("DebugCanvasPhysics/InputModeText"); if (InputMode_Text != null) { InputMode_Text.SetActive(false); } // InputFieldObj.SetActive(false); InputFieldObj.GetComponent <Image>().enabled = false; InputFieldObj.GetComponent <InputField>().enabled = false; InputFieldObj.GetComponentsInChildren <Text>().ToList().ForEach(x => x.enabled = false); BackgroundUI = GameObject.Find("DebugCanvasPhysics/InputModeText_Background"); BackgroundUI.SetActive(false); Crosshair = GameObject.Find("DebugCanvasPhysics/Crosshair"); TargetText = GameObject.Find("DebugCanvasPhysics/TargetText"); ThrowForceBar = GameObject.Find("DebugCanvasPhysics/ThrowForceBar"); Crosshair.GetComponent <Text>().enabled = false; ThrowForceBar.SetActive(false); TargetText.GetComponent <Text>().enabled = false; }