public void updateStatText() { playeremo.getCharacterStat(out encorage, out trustiness, out bravery); encorageout.text = "Encourage : " + encorage; trustinessout.text = "Trustiness : " + trustiness; braveryout.text = "Bravery :" + bravery; }
void OnGUI() { playeremo = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterEmotion>(); playeremo.getCharacterStat(out encorage, out trustiness, out bravery); float posX = Screen.width * pos.x; float posY = Screen.height * pos.y; switch (selected) { case 1: status = bravery / 10f; break; case 2: status = encorage / 10f; break; case 3: status = trustiness / 10f; break; } //draw the background: GUI.BeginGroup(new Rect(posX, posY, size.x, size.y)); GUI.Box(new Rect(0, 0, size.x, size.y), emptyTex); //draw the filled-in part: GUI.BeginGroup(new Rect(0, 0, size.x * status, size.y)); GUI.Box(new Rect(0, 0, size.x * status, size.y), fullTex); GUI.EndGroup(); GUI.EndGroup(); }
void Start() { playeremo = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterEmotion>(); playeremo.getCharacterStat(out encorage, out trustiness, out bravery); encorageout.text = "Encourage : " + encorage; trustinessout.text = "Trustiness : " + trustiness; braveryout.text = "Bravery :" + bravery; }