void OnGUI() { // Resize GUI Vector2 resizeRatio = new Vector2((float)Screen.width / nativeWidth, (float)Screen.height / nativeHeight); GUI.matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(resizeRatio.x, resizeRatio.y, 1.0f)); // Custom GUI skin GUI.skin = myStyle; if (networkView.isMine) { // If the player clicks on the button, the inventory window will toggle if (GUI.Button(new Rect(nativeWidth - 450, nativeHeight - 50, 40, 40), bagIcon)) { soundEffects.PlayAudio(6); ToggleBag(); } if (showBag == true) { GUI.Box(boxRect, bagName); int width = 0; int height = 0; int k = 0; // Create inventory as a 3x3 array of buttons for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { if (j == 0 && i > 0) { height += 65; width = 0; } width += 65; invButton[i, j] = new Rect(nativeWidth - 615 + width, nativeHeight - 275 + height, 50, 50); if (GUI.Button(new Rect(invButton[i, j]), defaultTextureSlot[k])) { // If the player clicks on a slot with the left mouse button the effect of the potion // will take place. if (Event.current.button == 0) { soundEffects.PlayAudio(7); itemCounter--; texInv = defaultTextureSlot[k]; itemEf.Effect(); defaultTextureSlot[k] = null; fullBag = false; } // If the player clicks on a slot with the right mouse button the item will be "ready" to sell else if (Event.current.button == 1) { soundEffects.PlayAudio(4); itemSelecredRight = true; texInv = defaultTextureSlot[k]; // The texture clicked will be stored in a temp variable temp = k; // Store the index of the array to see which button was pressed } } k++; } } GUI.DrawTexture(coinRect, coinTex); GUI.Label(goldLabel, "GOLD: " + CountdownTimer.myGold.ToString("f0")); } } }