public void CheckSpawnIcon(EffectType type) { //TODO add traits icons foreach (StatusIcon si in icons) { if (si.type == type)//if icon exists, no need to spawn { //TODO add animation for updating status return; } } StatusIcon icon = Instantiate <StatusIcon>(prefab, transform); icon.manager = this; icon.type = type; if (type == EffectType.baseClass) { icon.SetImage(SpriteLibrary.GetStatusSprite(unit.stats.GetClassName())); } else { icon.SetImage(SpriteLibrary.GetStatusSprite(EffectName.ToString(type))); } icon.SetPosition(icons.Count); icons.Add(icon); }