• Api Documentation

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    • CreatorKitCode
      • BaseElementalEffect
      • CharacterData
      • Container
      • ElementalEffect
      • EquipmentItem
      • EquipmentItem.EquipmentSlot
      • EquipmentItem.EquippedEffect
      • EquipmentSystem
      • Helpers
      • HighlightableObject
      • InteractableObject
      • InventorySystem
      • InventorySystem.InventoryEntry
      • Item
      • Loot
      • LootSpawner
      • LootSpawner.LootEntry
      • LootSpawner.SpawnEvent
      • SFXManager
      • SFXManager.PlayData
      • SFXManager.Use
      • SpawnPoint
      • StatSystem
      • StatSystem.DamageType
      • StatSystem.StatModifier
      • StatSystem.StatModifier.Mode
      • StatSystem.Stats
      • StatSystem.TimedStatModifier
      • UsableItem
      • UsableItem.UsageEffect
      • VFXDatabase
      • VFXDatabase.VFXDBEntry
      • VFXManager
      • VFXManager.VFXInstance
      • Weapon
      • Weapon.AttackData
      • Weapon.Stat
      • Weapon.WeaponAttackEffect
    • CreatorKitCodeInternal
      • AmbiencePlayer
      • AnimationControllerDispatcher
      • AnimationControllerDispatcher.IAttackFrameReceiver
      • AnimationControllerDispatcher.IFootstepFrameReceiver
      • AttackState
      • BreakableObject
      • CameraController
      • CharacterAudio
      • CharacterControl
      • DamageUI
      • DamageUI.ActiveText
      • EffectIconUI
      • EquipmentUI
      • InventoryCharacterRender
      • InventoryUI
      • InventoryUI.DragData
      • ItemEntryUI
      • ItemTooltip
      • LootUI
      • RandomBGMPlayer
      • RandomLoopOffset
      • ResourceManager
      • SceneLinkedSMB<TMonoBehaviour>
      • SimpleEnemyController
      • SimpleEnemyController.State
      • TrainingDummy
      • UIAlphaRaycast
      • UISystem

    Class DamageUI

    Handle all the UI related to damage number appearing above object/character when they get damaged. Manage the pool of UI text and activating, placing and fading them out across time.

    Inheritance
    System.Object
    UnityEngine.Object
    UnityEngine.Component
    UnityEngine.Behaviour
    UnityEngine.MonoBehaviour
    DamageUI
    Namespace: CreatorKitCodeInternal
    Assembly: Assembly-CSharp.dll
    Syntax
    public class DamageUI : MonoBehaviour

    Fields

    DamageTextPrefab

    Declaration
    public Text DamageTextPrefab
    Field Value
    Type Description
    UnityEngine.UI.Text

    Properties

    Instance

    Declaration
    public static DamageUI Instance { get; }
    Property Value
    Type Description
    DamageUI

    Methods

    NewDamage(Int32, Vector3)

    Called by the CharacterData system when a new damage is made. This will take care of grabbing a text from the pool and place it properly, then register it as an active text so its position and opacity is updated by the system.

    Declaration
    public void NewDamage(int amount, Vector3 worldPos)
    Parameters
    Type Name Description
    System.Int32 amount

    The amount of damage to display

    UnityEngine.Vector3 worldPos

    The position is the world where the damage text should appear (e.g. character head)

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