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Question by samaxi · Jun 02, 2013 at 01:19 PM · guifpsfirst-person-controllerfpstutorial

How to display Gui for clips left - FPS tutorial

I have it so it displays current bullets left in the clip, but i want to display how many clips are left. My codes

 var range = 100.0;
 var fireRate = 0.05;
 var force = 10.0;
 var damage = 5.0;
 var bulletsPerClip = 30;
 var shot: AudioClip; 
 var clips = 20;
 var reloadTime = 0.5;
 private var hitParticles : ParticleEmitter;
 var muzzleFlash : Renderer;
 
 private var bulletsLeft : int = 0;
 private var nextFireTime = 0.0;
 private var m_LastFrameShot = -1;
 
 function Start () {
     hitParticles = GetComponentInChildren(ParticleEmitter);
     
     // We don't want to emit particles all the time, only when we hit something.
     if (hitParticles)
         hitParticles.emit = false;
     bulletsLeft = bulletsPerClip;
 }
 
 function LateUpdate() {
     if (muzzleFlash) {
         // We shot this frame, enable the muzzle flash
         if (m_LastFrameShot == Time.frameCount) {
             muzzleFlash.transform.localRotation = Quaternion.AngleAxis(Random.value * 360, Vector3.forward);
             muzzleFlash.enabled = true;
 
             if (audio) {
                 if (!audio.isPlaying)
                 audio.clip = shot;
                 audio.Play();
                 audio.loop = true;
             }
         } else {
         // We didn't, disable the muzzle flash
             muzzleFlash.enabled = false;
             enabled = false;
             
             // Play sound
             if (audio)
             {
                 audio.clip = shot;
                 audio.Play();
                 audio.loop = false;
             }
         }
     }
 }
 
 function Fire () {
     if (bulletsLeft == 0)
         return;
     
     // If there is more than one bullet between the last and this frame
     // Reset the nextFireTime
     if (Time.time - fireRate > nextFireTime)
         nextFireTime = Time.time - Time.deltaTime;
     
     // Keep firing until we used up the fire time
     while( nextFireTime < Time.time && bulletsLeft != 0) {
         FireOneShot();
         nextFireTime += fireRate;
     }
 }
 
 function FireOneShot () {
     var direction = transform.TransformDirection(Vector3.forward);
     var hit : RaycastHit;
     
     // Did we hit anything?
     if (Physics.Raycast (transform.position, direction, hit, range)) {
         // Apply a force to the rigidbody we hit
         if (hit.rigidbody)
             hit.rigidbody.AddForceAtPosition(force * direction, hit.point);
         
         // Place the particle system for spawing out of place where we hit the surface!
         // And spawn a couple of particles
         if (hitParticles) {
             hitParticles.transform.position = hit.point;
             hitParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
             hitParticles.Emit();
         }
 
         // Send a damage message to the hit object            
         hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
     }
     
     bulletsLeft--;
 
     // Register that we shot this frame,
     // so that the LateUpdate function enabled the muzzleflash renderer for one frame
     m_LastFrameShot = Time.frameCount;
     enabled = true;
     
     // Reload gun in reload Time        
     if (bulletsLeft == 0)
         Reload();        
 }
 
 function Reload () {
 
     // Wait for reload time first - then add more bullets!
     yield WaitForSeconds(reloadTime);
 
     // We have a clip left reload
     if (clips > 0) {
         clips--;
         bulletsLeft = bulletsPerClip;
     }
 }
 function GetBulletsLeft () {
     return bulletsLeft;
 }

......................................................................................... ↑ Machinegun.js

↓ FPSplayer.js .........................................................................................

 var maximumHitPoints = 100.0;
 var hitPoints = 100.0;
 
 var bulletGUI : GUIText;
 var ammoGUI : GUIText;
 var healthGUI : GUITexture;
 
 var walkSounds : AudioClip[];
 var painLittle : AudioClip;
 var painBig : AudioClip;
 var die : AudioClip;
 var audioStepLength = 0.3;
 
 private var machineGun : MachineGun;
 private var healthGUIWidth = 0.0;
 private var gotHitTimer = -1.0;
 
 
 
 function Awake () {
     machineGun = GetComponentInChildren(MachineGun);
     
     PlayStepSounds();
 
     healthGUIWidth = healthGUI.pixelInset.width;
 }
 
 function ApplyDamage (damage : float) {
     if (hitPoints < 0.0)
         return;
 
     // Apply damage
     hitPoints -= damage;
 
     // Play pain sound when getting hit - but don't play so often
     if (Time.time > gotHitTimer && painBig && painLittle) {
         // Play a big pain sound
         if (hitPoints < maximumHitPoints * 0.2 || damage > 20) {
             audio.PlayOneShot(painBig, 1.0 / audio.volume);
             gotHitTimer = Time.time + Random.Range(painBig.length * 2, painBig.length * 3);
         } else {
             // Play a small pain sound
             audio.PlayOneShot(painLittle, 1.0 / audio.volume);
             gotHitTimer = Time.time + Random.Range(painLittle.length * 2, painLittle.length * 3);
         }
     }
 
     // Are we dead?
     if (hitPoints < 0.0)
         Die();
 }
 
 function Die () {
     if (die)
         AudioSource.PlayClipAtPoint(die, transform.position);
     
     // Disable all script behaviours (Essentially deactivating player control)
     var coms : Component[] = GetComponentsInChildren(MonoBehaviour);
     for (var b in coms) {
         var p : MonoBehaviour = b as MonoBehaviour;
         if (p)
             p.enabled = false;
     }
 }
 
 function LateUpdate () {
     // Update gui every frame
     // We do this in late update to make sure machine guns etc. were already executed
     UpdateGUI();
 }
 
 function PlayStepSounds () {
     var controller : CharacterController = GetComponent(CharacterController);
 
     while (true) {
         if (controller.isGrounded && controller.velocity.magnitude > 0.3) {
             audio.clip = walkSounds[Random.Range(0, walkSounds.length)];
             audio.Play();
             yield WaitForSeconds(audioStepLength);
         } else {
             yield;
         }
     }
 }
 
 
 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();
         }
 }
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avatar image ExTheSea · Jun 02, 2013 at 01:41 PM 0
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For the GUI part have a look at this:

http://docs.unity3d.com/Documentation/Components/GUIScriptingGuide.html

http://docs.unity3d.com/Documentation/Components/gui-Basics.html

http://docs.unity3d.com/Documentation/ScriptReference/GUI.html

Using GUI.Label s you can display the bulletsLeft and the clips variable.

You should be able to figure it out yourself from here. It's really not difficult at all.

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