private UICircleHPGauge _instantiate(GameObject obj, bool isFriend, bool isLight, bool isT, bool isNumber) { if (this._hpGauge == null) { this._hpGauge = Resources.Load <UICircleHPGauge>("Prefabs/Battle/UI/UICircleHPGaugeS"); } UICircleHPGauge component = Util.Instantiate(this._hpGauge.get_gameObject(), obj, false, false).GetComponent <UICircleHPGauge>(); component.set_name((!isFriend) ? ("HpGaugeE" + this._listHpGauge.get_Count()) : ("HpGaugeF" + this._listHpGauge.get_Count())); component.SetTextureType(isLight); if (isNumber) { component.SetShipNumber(this._listHpGauge.get_Count() + 1, isFriend, isT); } return(component); }
private UICircleHPGauge _instantiate(GameObject obj, bool isFriend, bool isLight, bool isT, bool isNumber) { if (_hpGauge == null) { _hpGauge = Resources.Load <UICircleHPGauge>("Prefabs/Battle/UI/UICircleHPGaugeS"); } UICircleHPGauge component = Util.Instantiate(_hpGauge.gameObject, obj).GetComponent <UICircleHPGauge>(); component.name = ((!isFriend) ? ("HpGaugeE" + _listHpGauge.Count) : ("HpGaugeF" + _listHpGauge.Count)); component.SetTextureType(isLight); if (isNumber) { component.SetShipNumber(_listHpGauge.Count + 1, isFriend, isT); } return(component); }