Game Development Reference
In-Depth Information
GUI.DrawTexture(STAT_1_RECT, statBox1Texture);
GUI.DrawTexture(STAT_2_RECT, statBox2Texture);
GUI.DrawTexture(SKILL_BOX_RECT, skillBoxTexture);
CheckMax();
GUI.Label(HP_RECT, currentHP.ToString() + "/" +
fullHP.ToString(), "Text Amount");
GUI.Label(MP_RECT, currentMP.ToString() + "/" +
fullMP.ToString(), "Text Amount");
GUI.Label(LV_RECT, currentLV.ToString(), "Text
Amount");
GUI.Label(EXP_RECT, currentEXP.ToString(), "Text
Amount");
GUI.Label(NEXT_RECT, currentNEXT.ToString(), "Text
Amount");
GUI.Label(ATK_RECT, currentATK.ToString(), "Text
Amount");
GUI.Label(DEF_RECT, currentDEF.ToString(), "Text
Amount");
GUI.Label(AGI_RECT, currentAGI.ToString(), "Text
Amount");
GUI.Label(INT_RECT, currentINT.ToString(), "Text
Amount");
GUI.Label(LUC_RECT, currentLUC.ToString(), "Text
Amount");
}
// C# user:
void CheckMax () {
}
void StatusWindow() {
GUI.Box (STAT_BOX_RECT, "");
GUI.Box (WEAPON_BOX_RECT, "");
GUI.DrawTexture(STAT_1_RECT, statBox1Texture);
GUI.DrawTexture(STAT_2_RECT, statBox2Texture);
GUI.DrawTexture(SKILL_BOX_RECT, skillBoxTexture);
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