I have health bar textures and a working health system but how do i make it into a bar? so how would i change between the images according to how much health is left out of 100??
Have a look at this answer, which gives source code for display health bars using the new GUI system.
There's plenty of tutorials with health bars in them. Take a look at the 3D platformer tutorial, it has a round health bar but I'm pretty sure you can work out how to make a straight one. Also take a look at UnityGUI guide.
Here is a way to set this up for the player’s health in case anyone is looking for that solution in the future (in C#).
This will work perfectly if you have a script attached to your main character (in this example PlayerMoveScript) with two public static variables for the player’s current health (playerHealth), and their maximum health (playerHealthTotal). Just make sure that their maximum health is a float or the division will not work properly.
You can create two textures in Photoshop and size them to be identical to the Vector 2 (size) variable. Once you import the textures into Unity (.PSD extension works fine) you can switch the texture type from Texture to GUI in the Inspector.
Hope this helps someone!
using UnityEngine;
using System.Collections;
public class PlayerHealthBarScript : MonoBehaviour
{
public GUIStyle progress_empty;
public GUIStyle progress_full;
//current progress
public float barDisplay;
Vector2 pos = new Vector2(10,50);
Vector2 size = new Vector2(250,50);
public Texture2D emptyTex;
public Texture2D fullTex;
void OnGUI()
{
//draw the background:
GUI.BeginGroup(new Rect(pos.x, pos.y, size.x, size.y), emptyTex, progress_empty);
GUI.Box(new Rect(pos.x, pos.y, size.x, size.y), fullTex, progress_full);
//draw the filled-in part:
GUI.BeginGroup(new Rect(0, 0, size.x * barDisplay, size.y));
GUI.Box(new Rect(0, 0, size.x, size.y), fullTex, progress_full);
GUI.EndGroup();
GUI.EndGroup();
}
void Update()
{
//the player's health
barDisplay = PlayerMoveScript.playerHealth/PlayerMoveScript.playerHealthTotal;
}
}
And you know, you can use horizontal slider its just 1 line of code
I know this has been answered a ton of times, but I thought I’d answer it
My way of doing this:
1.) Make a UI slider and leave the canvas properties the same. Turn off interactable in the properties of the slider.
2.) Make a health variable in a script attached to the player.
3.) Make a public GameObject variable in a script attached to the healthbar. Drag the player in.
4.) Write
using UnityEngine.UI;
After
using UnityEngine;
5.) Make a public Slider and do
SliderVar = GetComponent <Slider> ();
SliderVar being the slider type variable.
6.) Write this code in update:
SliderVar.value = PlayerVar.GetComponent <PlayerScript> ().HealthVar;
PlayerVar being the public GameObject you wrote in the health script, PlayerScript being the player’s script, and HealthVar being the health variable in the player’s script.
Hope this helps
Use unity UI System. here is the code for that.
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class timerTwo : MonoBehaviour
{
Image fillImg;
float timeAmt = 10;
float time;
// Use this for initialization
void Start () {
fillImg = this.GetComponent<Image>();
time = timeAmt;
}
// Update is called once per frame
void Update () {
if(time > 0){
time -= Time.deltaTime;
fillImg.fillAmount = time / timeAmt;
}
}
}