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Question by Chuckler · Jun 13, 2012 at 04:41 PM · guidisplayammofiringclips

GUI displayed only when firing

I have this weapon script that i am using per weapon...This is the M16 version. I am trying to display in GUI the BulletsLeft and Clips amounts...it is only showing up when i am firing and i would like to keep it displayed all the time, per different weapon, so i can insert a GUItexture background.

Or how do i call the variables bulletsLeft and clips from this script in an other script wich is displayed all the time?

Here is the script currently //m16.js

 var range = 100.0;
 var fireRate = 0.05;
 var force = 9.5;
 var damage = 20;
 var bulletsPerClip = 40;
 var clips = 6;
 var reloadTime = 2.4;
 private var hitParticles : ParticleEmitter;
 var muzzleFlash : Renderer;
 var bulletSound : AudioClip;
 
 private var bulletsLeft : int = 0;
 private var nextFireTime = 0.1;
 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.Range(0, 90), Vector3.forward);
             muzzleFlash.enabled = true;
             if (audio)
             {
                 if (!audio.isPlaying)
                 audio.Play();
                 audio.loop = false;
             }
         }
         // We didn't, disable the muzzle flash
         else
         {
             muzzleFlash.enabled = false;
             enabled = false;
 
             // Play sound
             if (audio)
             {
                 audio.loop = false;
             }
         }
     }
 }
 
 function OnGUI () {
     GUI.Label (Rect (560, 500, 100, 30),"AMMO: " + bulletsLeft);
     GUI.Label (Rect (630, 500, 100, 30),"CLIPS: " + clips);
 }
 
 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();
         AudioSource.PlayClipAtPoint(bulletSound, transform.position);
         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;
 }

[Edit by Berenger : If you want people to help you, try to format your code properly so the error will be easily visible. Removing the irrelevant parts will help to.]

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avatar image Chuckler · Jun 13, 2012 at 11:06 PM 0
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Thanks for the advice on posting questions!@Berenger appreciated

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Answer by bubblegumsoldier · Jun 13, 2012 at 10:28 PM

I would guess that this script is launched by another script only when pressing the fire button...

Please watch for another script...

Otherwise you could create a new script called ShowGUI.js:

var bulletsLeft :int; var clips :int; var script :m16; //the type is the name of your script //just attach your code there in the inspector

function Update(){ bulletsLeft = script.bulletsLeft; //it was called like this wasn't it? clips = script.clips; }

function OnGUI(){ GUI.Label (Rect (560, 500, 100, 30),"AMMO: " + bulletsLeft); GUI.Label (Rect (630, 500, 100, 30),"CLIPS: " + clips); }

and in your code - just delete the OnGUI function - Don't forget to attach your script to the new scripts' variable 'script'

Hope I could help ;D

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avatar image Chuckler · Jun 13, 2012 at 11:06 PM 0
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@bubblegum soldier, i am trying to display the active weapon's stats. i may have to redo the entire chain as you indicated. It might not be far off either if i can find how to call active weapon only and display. In an other weapon script. hmmm Perhaps if i can attached multiple scripts to ShowGUI. Not sure yet

avatar image bubblegumsoldier · Jun 18, 2012 at 12:00 PM 0
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sorry but I don't understand your question

avatar image Chuckler · Jan 23, 2013 at 07:01 PM 0
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I fixed it now !

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