public void RemoveInGameUI(Transform trObject) { int idx = InGameUIs.FindIndex(x => x.trObject == trObject); if (idx != -1) { InGameUI newDU = InGameUIs[idx]; BEObjectPool.Unspawn(newDU.trUI.gameObject); InGameUIs.RemoveAt(idx); newDU = null; } }
// add healthbar ui public GameObject AddInGameUI(GameObject prefab, Transform trObject, Vector3 vOffset) { InGameUI newDU = new InGameUI(); newDU.trObject = trObject; newDU.vOffset = vOffset; newDU.trUI = BEObjectPool.Spawn(prefab, InGameUIRoot, new Vector3(1000, 1000, 1000), Quaternion.identity).transform; newDU.depth = 0; InGameUIs.Add(newDU); newDU.trUI.localScale = new Vector3(1, 1, 1); return(newDU.trUI.gameObject); }