using UnityEngine; namespace UGUIMiniMap { public class bl_CreateItemExample : MonoBehaviour { private bl_MMExampleManager exampler; private bl_MiniMap MiniMap; void Start() { exampler = GetComponent(); MiniMap = exampler.GetActiveMiniMap; } // Update is called once per frame void Update() { if (MiniMap == null) return; if (Input.GetButtonDown("Fire1")) { CreateItem(); } if (Input.GetKeyDown(KeyCode.H)) { //you only need call like this when receive damage the player / target MiniMap.DoHitEffect(); } } /// /// Example of how create a item in run time without references /// just need a position where you need instantiate /// for sure are options for personalize the item /// see full structure for options in bl_MMItemInfo.cs /// void CreateItem() { //This just a example of a position where instantiate the item //in this example we will instantiate where input mouse is. Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { Debug.DrawLine(ray.origin, hit.point, Color.red); //in this part we create a new item info //the most basic method is just send the (Vector3)position bl_MMItemInfo info = new bl_MMItemInfo(hit.point); //but you can customize this before send to create for eg: //info.Color = Color.white; //info.Size = 15; //info.Sprite = CustomSpriteReference; //se bl_MMItemInfo.cs for full options avaible. //Now send the info to the bl_MiniMap.cs reference for create it. MiniMap.CreateNewItem(info); //Done! } } } }