Add a GUIBox if Key picked up

Hello!
I have found a nice script for picking up keys, but now I wonder if there is a way to add a blue texture or icon in the upper richght corner if I pick up the blue key for example.
Here is the script:
using UnityEngine;
using System.Collections;

public class Key : MonoBehaviour 
{
	
    public enum KeyType
	{
		Blue,
		Green,
		Yellow,
		None
	} 
	
	public KeyType type;
	public AudioClip audioClip;
	
	void OnTriggerEnter(Collider other) 
	{
		if (other.tag == "Player")	
		{
			Inventory inventory = other.transform.GetComponent<Inventory>();
			inventory.keys.Add(type);
			
			Destroy(gameObject);	
		}
	}
	
}

And here is the inventory script:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class Inventory : MonoBehaviour 
{
	public List<Key.KeyType> keys;
	
	
}

Has anybody an idea if it is possible to get this working?

Best regards

You could instantiate a GameObject that is a GUITexture or has a GUI script attached. When you want to stop displaying that blue texture icon just destroy the GameObject.

Sounds like a basic how do I use GUI question? You could also use other methods but for something like this I always use OnGUI.

Code Example:

//I don't know your game logic/assets so all these are just basic examples

//easily format and set up all the GUI stuff with this.
public GUIStyle keyStyle;

public Texture2D keyIcon1Texture;
public Texture2D keyIcon2Texture;
//etc..

//matrix to easily work with onGUI for all screen sizes
vector3 matrixVector;

//position and size for key icon
vector2 keyIconPositionVector = new Vector2 (1180, 0);
vector2 keyIconSizeVector = new Vector2(100, 100);


//you can use a different method to set GUI for the screen size
//this method allows automatic formatting to any screen size
//useful for mobile devices
float native_width = 1280;
float native_height = 720;

float rx;
float ry;

int keyInt;

void Start()
{

float rx = Screen.width/native_width;
float ry = Screen.height / native_height;
		
matrixVector = new Vector3 (rx, ry, 1);
	
//sets the size of key icon texture to scale with matrix	
keyIconSize.x = keyIconSize.x * rx;
keyIconSize.y = keyIconSize.y * ry;

keyInt = 0;

//or if you want to save keys 
keyInt = PlayerPrefs.GetInt("Key Int", 0);
}

void OnGUI()
{
if (keyInt == 0)
{
return;
}

else if (keyInt != 0)
{
GUI.matrix = Matrix4x4.TRS (new Vector3(0, 0, 0), Quaternion.identity, matrixVector); 

//blue key
if (keyInt == 1)
{
//add blue texture icon to top right
GUI.Label (new Rect(keyIconPositionVector.x, keyIconPositionVector.y, keyIconSizeVector.x, keyIconSizeVector.y), keyIcon1Texture, keyStyle);
}

//red key
else if (keyInt == 2)
{
//add red texture icon to top right
GUI.Label (new Rect(keyIconPositionVector.x, keyIconPositionVector.y, keyIconSizeVector.x, keyIconSizeVector.y), keyIcon2Texture, keyStyle);
}

//etc..
}
}