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Oct 16th, 2019
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  1. public class Crafting UI : Window
  2. {
  3.     void InitialiseModificationUI()
  4.     {
  5.         switch (CurrentModule)
  6.         {
  7.             case Plating plating:
  8.                 ModificationUI.Add(UIController.InstantiateValueSlider("Thickness", ref plating.Thickness, ModificationUIPanel.transform, 0, 10));
  9.                 break;
  10.             case Reactor reactor:
  11.                 ModificationUI.Add(UIController.InstantiateValueSlider("Power Output", ref reactor.Power, ModificationUIPanel.transform, 0, 10));
  12.                 break;
  13.             case Shielding shielding:
  14.                 ModificationUI.Add(UIController.InstantiateValueSlider("Shield", ref shielding.Shield, ModificationUIPanel.transform, 0, 10));
  15.                 break;
  16.             case WeaponPlaceHolderModule weaponPlaceHolderModule:
  17.  
  18.                 break;
  19.             default:
  20.                 throw new ArgumentException(string.Format("Selected module {0} is unhandled by CraftingUI.InitialiseModuleStatDisplay", ModuleDropdown.SelectedModule));
  21.         }
  22.     }
  23. }
  24.  
  25. public class UIController : Monobehaviour
  26. {
  27.     public static GameObject InstantiateValueSlider(string Name, ref float Value, Transform Parent, float Min = 0, float Max = 10)
  28.     {
  29.         GameObject ValueSlider;
  30.  
  31.         ValueSlider = Instantiate(ValueSliderPrefab, Parent);
  32.  
  33.         ValueModSlider ValueSliderScript = ValueSlider.GetComponent<ValueModSlider>();
  34.         TextMeshProUGUI LabelText = ValueSliderScript.LabelText;
  35.         TextMeshProUGUI ValueText = ValueSliderScript.ValueText;
  36.        
  37.  
  38.         return ValueSlider;
  39.  
  40.     }
  41. }
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