Game Development Reference
In-Depth Information
Objective Complete - Mini Debriefing
We just created our inventory page that we'll be able to view by clicking the INVENTORY
tab. In the Start() funcion, we set up our item object if there is more than one item
assigned in a_items . Next, we added ItemWindow() line in the DoMyWindow() funcion,
and created ItemWindow() funcion to control our item page. In this funcion, we created a
scroll view by using GUI.BeginScrollView() and GUI.EndScrollView() , and created
a scrollable area that contains all the items. We also used GUI.SelectionGrid to create
our items list from which the player can select any item. Then, we get the current toolip
from GUIContent and check to see whether there is any informaion or not. Next we check
GUI.tooltip for any stored string; if nothing is stored here we assign the current tooltip
from our selected items to GUI.tooltip , which will show the result that if we roll over
each item the current informaion will change to the rollover item. On the other hand, if
we rollover from our items list, the result of the informaion will show the selected item
informaion. Next, we get the Label style height from the current GUI.tooltip . Then, we
created another scroll view to show this tooltip informaion in the box area.
Classified Intel
In this step, we were using GUI.SelectionGrid to create the list of the items. By using
GUI.SelectionGrid , we were able to create a list of butons that have a ixed height and
space in one line of code, which was very convenient. We can see more details on how to
use GUI.SelectionGrid at this URL:
http://unity3d.com/support/documentation/ScriptReference/GUI.
SelectionGrid.html .
We also used the GUI.tooltip parameter to be able to show our items' informaion when
the player rolls over each item and show the selected item informaion if the player rolls out.
So, how does GUI.tooltip work? Basically, GUI.tooltip will return the string from each
buton that contains a tooltip string when the player rolls over it. However, if the player
rolls out or that buton doesn't have any tooltip store, this parameter will automaically
return a blank string, similar to the following code that we used:
if (GUI.tooltip != "") {
//Get height from this style
var f_height : float = style.CalcHeight(GUIContent(GUI.tooltip),
330.0);
scrollPosition2 = GUI.BeginScrollView (new Rect (257, 343, 320,
75), scrollPosition2, new Rect (0, 0, 280, f_height));
GUI.Label(new Rect (0, 0, 280, f_height), GUI.tooltip);
} else {
//Get height from this style
f_height = style.CalcHeight(GUIContent(s_info), 330.0);
 
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