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AbilityUI.cs
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61 lines (53 loc) · 1.75 KB
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AbilityUI : MonoBehaviour
{
[SerializeField] private List<GameObject> i_AbilityObjects = new List<GameObject>();
[SerializeField] private GameObject i_PropPrefab, i_SeekerPrefab;
[SerializeField] private Transform i_DisplayParent;
private static AbilityUI i_Instance;
private void Awake()
{
if (i_Instance == null)
{
i_Instance = this;
}
else
{
Destroy(gameObject);
}
}
public static void GainPropAbility(bool _roundStart)
{
if (_roundStart && i_Instance.i_DisplayParent.childCount > 0)
{
i_Instance.CleanAbilityUI();
}
GameObject i_Display = Instantiate(i_Instance.i_PropPrefab, i_Instance.i_DisplayParent);
i_Instance.i_AbilityObjects.Add(i_Display);
}
public static void GainSeekerAbility(bool _roundStart)
{
if (_roundStart && i_Instance.i_DisplayParent.childCount > 0)
{
i_Instance.CleanAbilityUI();
}
GameObject i_Display = Instantiate(i_Instance.i_SeekerPrefab, i_Instance.i_DisplayParent);
i_Instance.i_AbilityObjects.Add(i_Display);
}
private void CleanAbilityUI()
{
for (int i = 0; i < i_DisplayParent.childCount; i++)
{
Destroy(i_DisplayParent.GetChild(i).gameObject);
}
i_AbilityObjects.Clear();
}
public static void LoseAbility()
{
Destroy(i_Instance.i_AbilityObjects[i_Instance.i_AbilityObjects.Count - 1]);
i_Instance.i_AbilityObjects.RemoveAt(i_Instance.i_AbilityObjects.Count - 1);
}
}