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Question by Taragon · Mar 13, 2011 at 03:20 PM · timerlerpz3dplatformtutorial

Timer script & game hud

I am working with the 3D platformer tutorial and attempting to modify the gamehud script in it. I have written a timer script on a separate object which not only decreases with time, but only decreases upon trigger. My question is, how do I show this using the GameHud script that is built into the 3dplatformer game? Attached is the gamehud script:

// GameHUD: Platformer Tutorial Master GUI script.

// This script handles the in-game HUD, showing the lives, number of fuel cells remaining, etc.

var guiSkin: GUISkin; var nativeVerticalResolution = 1200.0;

// main decoration textures: var healthImage: Texture2D; var healthImageOffset = Vector2(0, 0);

// the health 'pie chart' assets consist of six textures with alpha channels. Only one is ever shown: var healthPieImages : Texture2D[]; var healthPieImageOffset = Vector2(10, 147);

// the lives count is displayed in the health image as a text counter var livesCountOffset = Vector2(425, 160);

// The fuel cell decoration image on the right side var fuelCellsImage: Texture2D; var fuelCellOffset = Vector2(0, 0);

// The counter text inside the fuel cell image var fuelCellCountOffset = Vector2(391, 161);

private var playerInfo : ThirdPersonStatus;

// Cache link to player's state management script for later use. function Awake() { playerInfo = FindObjectOfType(ThirdPersonStatus);

 if (!playerInfo)
     Debug.Log("No link to player's state manager.");

}

function OnGUI () {

 var itemsLeft = playerInfo.GetRemainingItems(); // fetch items remaining -- the fuel cans. This can be a negative number!

 // Similarly, health needs to be clamped to the number of pie segments we can show.
 // We also need to check it's not negative, so we'll use the Mathf Clamp() function:
 var healthPieIndex = Mathf.Clamp(playerInfo.health, 0, healthPieImages.length);

 // Displays fuel cans remaining as a number.    
 // As we don't want to display negative numbers, we clamp the value to zero if it drops below this:
 if (itemsLeft < 0)
     itemsLeft = 0;

 // Set up gui skin
 GUI.skin = guiSkin;

 // Our GUI is laid out for a 1920 x 1200 pixel display (16:10 aspect). The next line makes sure it rescales nicely to other resolutions.
 GUI.matrix = Matrix4x4.TRS (Vector3(0, 0, 0), Quaternion.identity, Vector3 (Screen.height / nativeVerticalResolution, Screen.height / nativeVerticalResolution, 1)); 

 // Health & lives info.
 DrawImageBottomAligned( healthImageOffset, healthImage); // main image.

 // now for the pie chart. This is where a decent graphics package comes in handy to check relative sizes and offsets.
 var pieImage = healthPieImages[healthPieIndex-1];
 DrawImageBottomAligned( healthPieImageOffset, pieImage );

 // Displays lives left as a number. 
 DrawLabelBottomAligned( livesCountOffset, playerInfo.lives.ToString() );    

 // Now it's the fuel cans' turn. We want this aligned to the lower-right corner of the screen:
 DrawImageBottomRightAligned( fuelCellOffset, fuelCellsImage);

 DrawLabelBottomRightAligned( fuelCellCountOffset, itemsLeft.ToString() );

}

function DrawImageBottomAligned (pos : Vector2, image : Texture2D) { GUI.Label(Rect (pos.x, nativeVerticalResolution - image.height - pos.y, image.width, image.height), image); }

function DrawLabelBottomAligned (pos : Vector2, text : String) { GUI.Label(Rect (pos.x, nativeVerticalResolution - pos.y, 100, 100), text); }

function DrawImageBottomRightAligned (pos : Vector2, image : Texture2D) { var scaledResolutionWidth = nativeVerticalResolution / Screen.height * Screen.width; GUI.Label(Rect (scaledResolutionWidth - pos.x - image.width, nativeVerticalResolution - image.height - pos.y, image.width, image.height), image); }

function DrawLabelBottomRightAligned (pos : Vector2, text : String) { var scaledResolutionWidth = nativeVerticalResolution / Screen.height * Screen.width; GUI.Label(Rect (scaledResolutionWidth - pos.x, nativeVerticalResolution - pos.y, 100, 100), text); }

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