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Health and ammo GUI not working on re-spawn
Hi Everyone, I am making a FPS demo and I have a problem. I have a health and ammo GUI working from the old FPS tutorial on this site, but theirs does not work when re-spawning. I have tried different ways and even tried using the unity GUI but to no effect. The GUI's I have work great when I don't die, but right when I re-spawn a character, the GUI are stuck to what they were when I died. It seems to be that the prefab does not let me add the GUIText and the GUITexture to it which is probably my problem but I don't know how to attach it to the prefab through code. If anyone can help me, I would appreciate it. Here is the code for the GUI and my re-spawning of my character:
 var maximumHitPoints = 100.0;
 var hitPoints = 100.0;
 
 var prefabPlayer:Transform;
 var bulletGUI : GUIText;
 var healthGUI : GUITexture;
 private var healthGUIWidth = 0.0;
 
 
 function Awake () {
     healthGUIWidth = healthGUI.pixelInset.width;
 }
 
 function Die () {
     if (die)
         AudioSource.PlayClipAtPoint(die, transform.position);
     Destroy(gameObject);
 }
 
 function LateUpdate () {
     // Update gui every frame
     // We do this in late update to make sure machine guns etc. were already executed
     UpdateGUI();
     if (Input.GetKey("t"))
     Respawn();
     
 }
 
 
 function UpdateGUI () {
     // Update health gui
     // The health gui is rendered using a overlay texture which is scaled down based on health
     // - Calculate fraction of how much health we have left (0...1)
     var healthFraction = Mathf.Clamp01(hitPoints / maximumHitPoints);
 
     // - Adjust maximum pixel inset based on it
     healthGUI.pixelInset.xMax = healthGUI.pixelInset.xMin + healthGUIWidth * healthFraction;
 
     // Update machine gun gui
     // Machine gun gui is simply drawn with a bullet counter text
     if (machineGun) {
         bulletGUI.text = machineGun.GetBulletsLeft().ToString();
     }
 
 function Respawn() 
 {
     Instantiate(prefabPlayer, transform.position, transform.rotation);
  
 }
 
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