// Start is called before the first frame update void Start() { BuildStatOutput(); nameLabel.text = (SkillStorage.GetName(characterID)); switch (characterID) { case 1: portraitHolder.sprite = hero1Sprite; break; case 2: portraitHolder.sprite = hero2Sprite; break; case 3: portraitHolder.sprite = hero3Sprite; break; case 4: portraitHolder.sprite = hero4Sprite; break; } if (!GameManager.Instance.IsUnitAvailable(characterID)) { portraitHolder.sprite = deadSprite; } }
// Start is called before the first frame update void Start() { switch (characterID) { case 1: portrait.sprite = hero1Sprite; break; case 2: portrait.sprite = hero2Sprite; break; case 3: portrait.sprite = hero3Sprite; break; case 4: portrait.sprite = hero4Sprite; break; } if (!UnitManager.instance.IsUnitAlive(characterID)) { portrait.sprite = deadSprite; } SetName(SkillStorage.GetName(characterID)); }
// Start is called before the first frame update void Start() { progress = GetComponentInChildren <Slider>(); progress.maxValue = 50; progress.minValue = 0; if (hero1sprite && nameLabel) { nameLabel.text = SkillStorage.GetName(characterID); } if (portrait) { switch (characterID) { case 1: portrait.sprite = hero1sprite; break; case 2: portrait.sprite = hero2sprite; break; case 3: portrait.sprite = hero3sprite; break; case 4: portrait.sprite = hero4sprite; break; } } if (!GameManager.Instance.IsUnitAvailable(characterID)) { portrait.sprite = deadSprite; } }