using System.Collections; using System.Collections.Generic; using DamageNumbersPro; using DamageNumbersPro.Demo; using UnityEngine; using UnityEngine.UI; public class MRDamage : MonoBehaviour { public static MRDamage Ins; DamageNumber[] prefabs; int currentIndex; DNP_PrefabSettings currentSettings; Text currentPrefabText; Text currentIndexText; CanvasGroup fade; void Awake() { Ins = this; Transform parent = GameObject.Find("Special").transform.Find("Prefabs/Damage Numbers"); prefabs = new DamageNumber[parent.childCount]; for (int n = 0; n < parent.childCount; n++) { prefabs[n] = parent.GetChild(n).GetComponent(); } parent.gameObject.SetActive(false); //Text Components: Transform guiParent = GameObject.Find("Special").transform.Find("GUI"); currentPrefabText = guiParent.Find("Background/Current").GetComponent(); currentIndexText = guiParent.Find("Background/Index").GetComponent(); Transform fadeTransform = transform.Find("GUI/Fade"); if (fadeTransform != null) { fade = fadeTransform.GetComponent(); } //Reset Index: currentIndex = 0; UpdateCurrent(); #if !UNITY_EDITOR && UNITY_WEBGL WebGLInput.captureAllKeyboardInput = true; #endif } void Start() { if (fade != null) { fade.alpha = 1f; } } void UpdateCurrent() { currentPrefabText.text = "➞ " + prefabs[currentIndex].name; currentIndexText.text = (currentIndex + 1) + "/" + prefabs.Length; currentSettings = prefabs[currentIndex].GetComponent(); } public DamageNumber GetCurrent(int index=0) { return prefabs[index]; } public DNP_PrefabSettings GetSettings() { if (currentSettings == null) { currentSettings = prefabs[currentIndex].gameObject.AddComponent(); } return currentSettings; } }