Game Development Reference
In-Depth Information
"Disabled Click");
switch (i) {
case 0: weapons.SetupScrollBar(); break;
case 1: armors.SetupScrollBar(); break;
case 2: accessories.SetupScrollBar(); break;
case 3: skills.SetupSkillScrollBar(); break;
}
} else {
if (GUI.Button(EQUIP_RECTS[i],
equipContent[i], "Selected Item")) {
_equipBooleans[i] = true;
for (var j : int = 0; j <
_equipBooleans.Length; j++) {
if (i != j) {_equipBooleans[j] = false; }
}
}
}
}
}
// C# user:
void ItemWindow() {
}
void EquipWindow() {
GUI.Box (EQUIP_BOX_RECT, "");
GUI.Box (EQUIP_WEAPON_RECT, "");
GUI.DrawTexture(EQUIP_STAT_RECT, statBox2Texture);
GUI.DrawTexture(EQUIP_SKILL_RECT,
skillBoxTexture);
GUIContent[] equipContent = {weapons.guiContent,
armors.guiContent, accessories.guiContent,
skills.guiContent};
for (int i = 0; i < _equipBooleans.Length; i++) {
if (_equipBooleans[i] == true) {
GUI.Label(EQUIP_RECTS[i], equipContent[i],
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