heu guys is it possible to use this fps script and tweak the health bar so i can have 15
GUITextures like this
var health1 : Texture2D;
var health2 : Texture2D;
var health3 : Texture2D;
var health4 : Texture2D;
var health5 : Texture2D;
var health6 : Texture2D;
var health7 : Texture2D;
var health8 : Texture2D;
var health9 : Texture2D;
var health10 : Texture2D;
var health11 : Texture2D;
var health12 : Texture2D;
var health13 : Texture2D;
var health14 : Texture2D;
var health15 : Texture2D;
var health16 : Texture2D;
and 1 question left can we make it so that it behaves like a halo 3of4 lifebar when not hit wait 8 recharge
static var LIVES = 15;
function Update () {
var healthtexture=GameObject.Find("life bar 1");
Healthcount=1;
if(Healthcount<1){
healthtexture.guiTexture.texture=health2;
}
if(Healthcount<2){
healthtexture.guiTexture.texture=health3;
}
if(Healthcount<3){
healthtexture.guiTexture.texture=health4;
}
if(Healthcount<4){
healthtexture.guiTexture.texture=health5;
}
if(Healthcount<5){
healthtexture.guiTexture.texture=health6;
}
if(Healthcount<6){
healthtexture.guiTexture.texture=health7;
}
if(Healthcount<7){
healthtexture.guiTexture.texture=health8;
}
if(Healthcount<8){
healthtexture.guiTexture.texture=health9;
}
if(Healthcount<9){
healthtexture.guiTexture.texture=health10;
}
if(Healthcount<10){
healthtexture.guiTexture.texture=health11;
}
if(Healthcount<11){
healthtexture.guiTexture.texture=health12;
}
if(Healthcount<12){
healthtexture.guiTexture.texture=health13;
}
if(Healthcount<13){
healthtexture.guiTexture.texture=health14;
}
if(Healthcount<14){
healthtexture.guiTexture.texture=health15;
}
if(Healthcount<15){
healthtexture.guiTexture.texture=health16;
}
}
var maximumHitPoints = 100.0;
var hitPoints = 100.0;
var bulletGUI : GUIText;
var rocketGUI : DrawRockets;
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 rocketLauncher : RocketLauncher;
private var healthGUIWidth = 0.0;
private var gotHitTimer = -1.0;
var rocketTextures : Texture[];
function Awake () {
machineGun = GetComponentInChildren(MachineGun);
rocketLauncher = GetComponentInChildren(RocketLauncher);
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;
}
LevelLoadFade.FadeAndLoadLevel(Application.loadedLevel, Color.white, 2.0);
}
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;
if (healthGUIWidth<15)
Die();
// Update machine gun gui
// Machine gun gui is simply drawn with a bullet counter text
if (machineGun) {
bulletGUI.text = machineGun.GetBulletsLeft().ToString();
}
// Update rocket gui
// This is changed from the tutorial PDF. You need to assign the 20 Rocket textures found in the GUI/Rockets folder
// to the RocketTextures property.
if (rocketLauncher) {
rocketGUI.UpdateRockets(rocketLauncher.ammoCount);
/*if (rocketTextures.Length == 0) {
Debug.LogError ("The tutorial was changed with Unity 2.0 - You need to assign the 20 Rocket textures found in the GUI/Rockets folder to the RocketTextures property.");
} else {
rocketGUI.texture = rocketTextures[rocketLauncher.ammoCount];
}*/
}
}