2021년 4학년 1학기 기업연계프로젝트2 컴퓨터소프트웨어공학과 <원광투어팀> 팀장 : 송유진 팀원 : 김나영, 이경희, 한유진
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  1. using UnityEngine;
  2. namespace Unity.FPS.UI
  3. {
  4. public class DisplayMessage : MonoBehaviour
  5. {
  6. //[Tooltip("The text that will be displayed")] [TextArea]
  7. //public string message;
  8. //
  9. //[Tooltip("Prefab for the message")] public GameObject messagePrefab;
  10. //
  11. //[Tooltip("Delay before displaying the message")]
  12. //public float delayBeforeShowing;
  13. //
  14. //float m_InitTime = float.NegativeInfinity;
  15. //bool m_WasDisplayed;
  16. //DisplayMessageManager m_DisplayMessageManager;
  17. //
  18. //void Start()
  19. //{
  20. // m_InitTime = Time.time;
  21. // m_DisplayMessageManager = FindObjectOfType<DisplayMessageManager>();
  22. // DebugUtility.HandleErrorIfNullFindObject<DisplayMessageManager, DisplayMessage>(m_DisplayMessageManager,
  23. // this);
  24. //}
  25. //
  26. // Update is called once per frame
  27. //void Update()
  28. //{
  29. // if (m_WasDisplayed)
  30. // return;
  31. //
  32. // if (Time.time - m_InitTime > delayBeforeShowing)
  33. // {
  34. // var messageInstance = Instantiate(messagePrefab, m_DisplayMessageManager.DisplayMessageRect);
  35. // var notification = messageInstance.GetComponent<NotificationToast>();
  36. // if (notification)
  37. // {
  38. // notification.Initialize(message);
  39. // }
  40. //
  41. // m_WasDisplayed = true;
  42. // }
  43. //}
  44. }
  45. }