void Update() { if (_charge > 0.0f) { const float MARGIN = 20; GUITexture guiTexture = gameObject.guiTexture; if (guiTexture != null) { if (_chargeGuiTexture == null) { _chargeGuiTexture = (GUITexture)GUITexture.Instantiate(guiTexture); GUIText[] childArray = _chargeGuiTexture.GetComponentsInChildren <GUIText>(); foreach (GUIText child in childArray) { GameObject.Destroy(child); } Vector3 pos = _chargeGuiTexture.transform.position; pos.z = 2.0f; _chargeGuiTexture.transform.position = pos; Color color = _chargeGuiTexture.color; _chargeGuiTexture.color = _chargeTextureColor; Rect pixelInset = _chargeGuiTexture.pixelInset; pixelInset.x += MARGIN; pixelInset.y += MARGIN; pixelInset.width -= (MARGIN * 2); pixelInset.height -= (MARGIN * 2); _chargeGuiTexture.pixelInset = pixelInset; if (_chargeTexture != null) { _chargeGuiTexture.texture = _chargeTexture; } } _chargeGuiTexture.enabled = true; Rect currentInset = _chargeGuiTexture.pixelInset; currentInset.width = Mathf.Lerp(0.0f, guiTexture.pixelInset.width - (MARGIN * 2), _charge); _chargeGuiTexture.pixelInset = currentInset; } } else { if (_chargeGuiTexture != null) { _chargeGuiTexture.enabled = false; } } }
private void SetArrows() { Arrow[] test = m_GUITexture.GetComponentsInChildren <Arrow> (); if (m_Page == 0) { test[0].SetLeft(); test[1].SetLeft(); } else if (m_Page == m_Textures.Length - 1) { test[0].SetRight(); test[1].SetRight(); } else { test[0].SetMiddle(); test[1].SetMiddle(); } }