Hopefully you already have a character script attached to a character... if not I may decide to do a simple one in a later tutorial.
in this character script we will add the OnGUI() function if we have not already done so. and a health float variable like so.
public var healthTex :Texture;
private var health:float = 1; (note in this tutorial we will use 1 as full health 50 percent health would be .5)
OnGUI()
{
GUI.DrawTexture(Rect(Screen.width/4, 10,100*health,10),
healthTex , ScaleMode.StretchToFill, true, 10.0f);
}
this will create a simple health bar that will scale based on how much health the character has.
if you want to create a back texture for an empty health bar for visual feedback you can also do this.
public var emptyHealth:Texture;
this will create a simple health bar that will scale based on how much health the character has.
if you want to create a back texture for an empty health bar for visual feedback you can also do this.
public var emptyHealth:Texture;
public var healthTex :Texture;
private var health:float = 1; (note in this tutorial we will use 1 as full health 50 percent health would be .5)
OnGUI()
{
GUI.DrawTexture(Rect(Screen.width/4, 10,100,10), emptyHealth , ScaleMode.StretchToFill, true, 10.0f);
GUI.DrawTexture(Rect(Screen.width/4, 10,100,10), emptyHealth , ScaleMode.StretchToFill, true, 10.0f);
GUI.DrawTexture(Rect(Screen.width/4, 10,100*health,10), healthTex , ScaleMode.StretchToFill, true, 10.0f);
}
the only difference is that we draw the empty health bar first and we do not times the width by health.
the only difference is that we draw the empty health bar first and we do not times the width by health.
I love you. I don't know if you're still getting notifications from your blogs, but this was extremely helpful. Thank you :)
ReplyDeleteYes I am sometimes. Thank you.
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