Add score and descriptor to statscreen
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|   m_FillClockwise: 1 | ||||
|   m_FillOrigin: 0 | ||||
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|   m_PixelsPerUnitMultiplier: 1 | ||||
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| GameObject: | ||||
|   m_ObjectHideFlags: 0 | ||||
| @ -83,7 +565,9 @@ RectTransform: | ||||
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|   m_LocalPosition: {x: 0, y: 0, z: 0} | ||||
|   m_LocalScale: {x: 1, y: 1, z: 1} | ||||
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| @ -130,3 +614,113 @@ MonoBehaviour: | ||||
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|   m_UseSpriteMesh: 0 | ||||
|   m_PixelsPerUnitMultiplier: 1 | ||||
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|       value: Ping | ||||
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|       value: DescriptorRow | ||||
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|  | ||||
| @ -10,15 +10,20 @@ using System.Collections.Generic; | ||||
| namespace NeonTea.Quakeball.Interface { | ||||
|     public class StatScreen : MonoBehaviour { | ||||
| 
 | ||||
|         [Header("General")] | ||||
|         public Color RowColor = new Color(); | ||||
|         public RectTransform BackroundPanel; | ||||
|         public GameObject RowPrefab; | ||||
|         public RectTransform Header; | ||||
|         public RectTransform DescriptorRow; | ||||
|         public bool ForceOpen; | ||||
| 
 | ||||
|         [Header("Player Team name colors")] | ||||
|         public Color SunColor = new Color(); | ||||
|         public Color MoonColor = new Color(); | ||||
| 
 | ||||
|         private bool Open; | ||||
|         private float HeaderOffset; | ||||
| 
 | ||||
|         private InputAction OpenStatScreenAction; | ||||
| 
 | ||||
| @ -36,6 +41,8 @@ namespace NeonTea.Quakeball.Interface { | ||||
|             DarkColor = new Color(0, 0, 0, 0); | ||||
|             DarkColor.a = RowColor.a; | ||||
|             BackroundPanel.gameObject.SetActive(false); | ||||
| 
 | ||||
|             HeaderOffset = Header.rect.height + DescriptorRow.rect.height; | ||||
|         } | ||||
| 
 | ||||
|         public void Update() { | ||||
| @ -103,7 +110,7 @@ namespace NeonTea.Quakeball.Interface { | ||||
|             row.offsetMax = offsetMax; | ||||
| 
 | ||||
|             Vector2 pos = row.anchoredPosition; | ||||
|             pos.y = 20 - (row.rect.height * Rows.Count); | ||||
|             pos.y = 20 - (row.rect.height * Rows.Count) - HeaderOffset; | ||||
|             row.anchoredPosition = pos; | ||||
| 
 | ||||
|             Image rowImage = row.GetComponent<Image>(); | ||||
|  | ||||
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