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Question by zero84085 · Sep 09, 2012 at 02:00 PM · animationminimapgif

How to make a animated minimap?

hello guys i have make 2 scripts the 1 is the minimap and the other is a script that make a jpg images to gif, just play it in loop, but i dont khow how i can make that two scripts to 1 so i am gonna have a animated minimap, please help!

//This is the script that make the images to gif. var LoadingScreens : Texture[];

 function Start()
 {
         Counter = 1;
     i = 0;
 }
 function OnGUI()
 {
 GUI.Label(Rect(0, 0, 480, 320), LoadingScreens[i]);
     Counter += 1;
     if(Counter%100 == 0)
         i+=1;
     if (i>3)
     {       Counter = 0;
         i=0;
     }
 }

//minimap script

 public var blip : Texture;
 public var radarBG : Texture;
  
 public var centerObject : Transform;
 public var mapScale = 0.3;
 public var mapCenter = Vector2(50,50);
  
 function OnGUI () {
      GUI.matrix = Matrix4x4.TRS (Vector3.zero, Quaternion.identity, Vector3(Screen.width / 600.0, Screen.height / 450.0, 1));
  
     // Draw player blip (centerObject)
     bX=centerObject.transform.position.x * mapScale;
     bY=centerObject.transform.position.z * mapScale;
  
     bX=centerObject.transform.position.x * mapScale;
     bY=centerObject.transform.position.z * mapScale;
  
      GUI.DrawTexture(Rect(mapCenter.x-32,mapCenter.y-32,64,64),radarBG);
  
     // Draw blips for zombies
     DrawBlipsForEnemies();
  
 }
  
 function DrawBlipsForCows(){
  
      // Find all game objects with tag Cow
     var gos : GameObject[];
     gos = GameObject.FindGameObjectsWithTag("Cow"); 
  
     var distance = Mathf.Infinity; 
     var position = transform.position; 
  
     // Iterate through them
     for (var go : GameObject in gos)  { 
  
         drawBlip(go,blip);
  
     }
  
 }
  
 function drawBlip(go,aTexture){
  
     centerPos=centerObject.position;
     extPos=go.transform.position;
  
     // first we need to get the distance of the enemy from the player
     dist=Vector3.Distance(centerPos,extPos);
     if(dist<=200) { // New - should be more optimal 
       dx=centerPos.x-extPos.x; // how far to the side of the player is the enemy?
       dz=centerPos.z-extPos.z; // how far in front or behind the player is the enemy?
  
       // what's the angle to turn to face the enemy - compensating for the player's turning?
       deltay=Mathf.Atan2(dx,dz)*Mathf.Rad2Deg - 270 - centerObject.eulerAngles.y;
  
       // just basic trigonometry to find the point x,y (enemy's location) given the angle deltay
       bX=dist*Mathf.Cos(deltay * Mathf.Deg2Rad);
       bY=dist*Mathf.Sin(deltay * Mathf.Deg2Rad);
  
       bX=bX*mapScale; // scales down the x-coordinate by half so that the plot stays within our radar
       bY=bY*mapScale; // scales down the y-coordinate by half so that the plot stays within our radar
  
     // Old if(dist<=200){ // this is the diameter of our largest radar circle
       GUI.DrawTexture(Rect(mapCenter.x+bX,mapCenter.y+bY,2,2),aTexture);
  
     }
  
 }
  
 function DrawBlipsForEnemies(){
  
     // Find all game objects tagged Enemy
     var gos : GameObject[];
     gos = GameObject.FindGameObjectsWithTag("Enemy"); 
  
     var distance = Mathf.Infinity; 
     var position = transform.position; 
  
     // Iterate through them and call drawBlip function
     for (var go : GameObject in gos)  { 
  
     drawBlip(go,blip);
  
     }
  }
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avatar image PProductions · Sep 09, 2012 at 07:46 PM 0
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I don't think unity supports animated gifs. for $$anonymous$$imaps I suggest looking at 'Bootcamp'. It has a great example of a working, simple $$anonymous$$imap.

avatar image zero84085 · Sep 09, 2012 at 09:14 PM 0
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you dont understand... is a collection of jpg images .. the point is how i can play them in a row for a gif illusion.

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