Game Development Reference
In-Depth Information
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");
}
4. Then, we need to call StatusWindow() from our DoMyWindow() to make it
show up on our menu window; for this, go back to the DoMyWindow() function
and add the highlighted code as follows:
// Unity JavaScript user:
private function DoMyWindow (windowID : int) : void {
_currentTool = GUI.Toolbar (TAB_BTN_RECT,
parseInt(_currentTool), TOOLBARS,
GUI.skin.GetStyle("Tab Button"));
switch (_currentTool) {
case TAB.STATUS : //Status
StatusWindow();
break;
}
Search WWH ::




Custom Search