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Question by Colombian.kiwi · Apr 19, 2011 at 05:33 PM · enemyguitexture

distance bar with main character and enemy

Hey there! Im working on a distance bar to show how far my main character is from the end of my world. So far, it works pretty well but now I would like to add the enemy who is constantly following him so the player will know how close from him... Does anyone know how I can add other gui texture to it that also corresponds to the other character? This is the script Ive been working with: Thanks a lot!

// set GUI bar width and height in the Inspector var barWidth : float = 500; var barHeight : float = 25;

// drag a texture as the icon to move on the progress bar var progIcon : Texture;

// where to set the GUI element to private var barProgress : float;

// empty objects represent the start and end of a level var startPoint : Transform; var endPoint : Transform;

// current Player position var playerPos : Transform;

function Update(){ // get level distance by subtracting start and end var totalDist : float = endPoint.position.x - startPoint.position.x;

// get player distance from start in X axis only so slopes / height doesn't affect result var playerDist : float = playerPos.position.x - startPoint.position.x;

//get player's progress as a percentage of the whole distance var playerProgress : float = playerDist / totalDist * 100;

//turn the playerProgress percentage back into the scale of barWidth barProgress = playerProgress / 100 * barWidth;

}

function OnGUI() {
// create a GUI group the width of the bar and twice its height // in order to leave room for 'Start' and 'End' text under the bar GUI.BeginGroup (new Rect (10, 10, barWidth, barHeight*2));

//draw a box as the backing for the progress bar, blank text inside GUI.Box(Rect(0,0,barWidth,barHeight),"");

 // create a label to draw the progress icon texture, use barProgress var
 // to set its X position, 0 as the Y position and width and height of the texture used
 GUI.Label (Rect (barProgress, 0, progIcon.width, progIcon.height),
 progIcon);



GUI.EndGroup();

}

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