Game Development Reference
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currentAGI = Mathf.Clamp(currentAGI, 0, MAX_AGI);
currentINT = Mathf.Clamp(currentINT, 0, MAX_INT);
currentLUC = Mathf.Clamp(currentLUC, 0, MAX_LUC);
}
// C# user:
void DoMyWindow (int windowID ) {
}
void CheckMax () {
fullHP = Mathf.Clamp(fullHP, 0, MAX_HP);
fullMP = Mathf.Clamp(fullMP, 0, MAX_MP);
currentHP = Mathf.Clamp(currentHP, 0, fullHP);
currentMP = Mathf.Clamp(currentMP, 0, fullMP);
currentLV = Mathf.Clamp(currentLV, 0, MAX_LV);
currentEXP = Mathf.Clamp(currentEXP, 0, MAX_EXP);
currentNEXT = Mathf.Clamp(currentNEXT, 0, MAX_NEXT);
currentATK = Mathf.Clamp(currentATK, 0, MAX_ATK);
currentDEF = Mathf.Clamp(currentDEF, 0, MAX_DEF);
currentAGI = Mathf.Clamp(currentAGI, 0, MAX_AGI);
currentINT = Mathf.Clamp(currentINT, 0, MAX_INT);
currentLUC = Mathf.Clamp(currentLUC, 0, MAX_LUC);
}
3. Then, we will create a StatusWindow() function, which will show all the
statuses in the menu window, so add this function after CheckMax() .
// Unity JavaScript user:
private function CheckMax () : void {
}
private function StatusWindow() : void {
GUI.Box (STAT_BOX_RECT, "");
GUI.Box (WEAPON_BOX_RECT, "");
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