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);
        }
示例#2
0
        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);
        }