// Drawing void OnGUI() { GUILayout.BeginHorizontal(); if (m_showLife) { GUILayout.Box(m_textureLife, m_icon); GUILayout.Label(m_lifeCount.ToString(), m_text); } if (m_showScore) { GUILayout.Box(m_textureScore, m_icon); GUILayout.Label(m_scoreCount.ToString(), m_text); } if (m_showAmmo) { // Here we draw all attacks of first switchers if any, then we only highlight selected attack if (m_character.m_attacks.m_switchers.Length > 0) { APAttackSwitcher selector = m_character.m_attacks.m_switchers[0]; foreach (APAttackTexture attackTexture in m_attackTextures) { bool bActive = false; if (string.Compare(attackTexture.m_attackName, selector.GetCurrentAttack().m_name) == 0) { bActive = true; } APAttack charAttack = m_character.GetAttack(attackTexture.m_attackName); if (charAttack != null) { GUI.contentColor = bActive ? Color.white : new Color(1, 1, 1, 0.3f); GUILayout.Box(attackTexture.m_texture, m_icon); GUILayout.Label(charAttack.m_ammoBox ? charAttack.m_ammoBox.GetAmmoString() : "0", m_text); GUI.contentColor = Color.white; } } } } GUILayout.EndHorizontal(); // Handle fade to black if (m_fadeToBlack) { Color color = Color.white; color.a = m_fadeAlpha; GUI.color = color; GUI.DrawTexture(new Rect(0f, 0f, Screen.width, Screen.height), m_textureFade); } }