public void AddNewStatusIcon(StatusIcon iconData, int stacksGained) { Debug.Log("AddNewStatusProcess() called"); GameObject newIconGO = Instantiate(statusIconPrefab, gameObject.transform); StatusIcon newStatus = newIconGO.GetComponent <StatusIcon>(); newStatus.InitializeSetup(StatusIconLibrary.Instance.GetStatusIconByName(iconData.statusName)); newStatus.ModifyStatusIconStacks(stacksGained); myStatusIcons.Add(newStatus); }
public void UpdateStatusIcon(StatusIcon iconToUpdate, int stacksGainedOrLost) { Debug.Log("UpdateStatusProcess() called"); iconToUpdate.ModifyStatusIconStacks(stacksGainedOrLost); if (iconToUpdate.statusStacks == 0) { RemoveStatusIcon(iconToUpdate); } }
public void AddNewStatusIcon(StatusIconDataSO iconData, int stacksGained) { // only create an icon if the the effects' stacks are at least 1 or -1 if (stacksGained != 0) { Debug.Log("StatusManager.AddNewStatusProcess() called"); GameObject newIconGO = Instantiate(statusIconPrefab, gameObject.transform); StatusIcon newStatus = newIconGO.GetComponent <StatusIcon>(); newStatus.InitializeSetup(iconData); newStatus.ModifyStatusIconStacks(stacksGained); myStatusIcons.Add(newStatus); } }