using UnityEngine.UI; using UnityEngine; namespace InterfaceOff { public class ImageWindow : WindowBase { private static Vector3[] Positions = { new(-45, 45f), new(45f, 45f), new(-45, -45), new(45f, -45) }; private int m_TilesRotatedCorrectly; public override void OnWindowInstantiation() { Sprite[] sprites = CanvasManager.Instance.Images.GetRandomSpriteSet(); for (int i = 0; i < 4; i++) { GameObject go = Instantiate(CanvasManager.Instance.ImagePrefab, transform); RectTransform t = go.GetComponent(); t.sizeDelta = new Vector2(80, 80); t.localPosition = Positions[i]; t.eulerAngles = new Vector3(0, 0, Random.Range(1, 4) * 90); Image img = go.GetComponent(); img.material = new Material(Shader.Find("UI/Default")); img.sprite = sprites[i]; Button button = go.GetComponent