Research & Development for 3D & the Web

Creating an Inventory in Unity

by on Dec.22, 2009, under Unity, Unity Scripts

Research into creating an inventory in Unity…

—————————-Taken from this site:————————–

http://unity3d.com/support/documentation/ScriptReference/GUI.SelectionGrid.html

GUI.SelectionGrid

 

static function SelectionGrid (position : Rect, selected : int, texts : string[], xCount : int) : int

 

static function SelectionGrid (position : Rect, selected : int, images : Texture[], xCount : int) : int

 

static function SelectionGrid (position : Rect, selected : int, content : GUIContent[], xCount : int) : int

 

static function SelectionGrid (position : Rect, selected : int, texts : string[], xCount : int, style : GUIStyle) : int

 

static function SelectionGrid (position : Rect, selected : int, images : Texture[], xCount : int, style : GUIStyle) : int

 

static function SelectionGrid (position : Rect, selected : int, contents : GUIContent[], xCount : int, style : GUIStyle) : int

Parameters

Name Description
position Rectangle on the screen to use for the grid.
selected The index of the selected grid button
texts An array of strings to show on the grid buttons.
images An array of textures on the grid buttons.
contents An array of text, image and tooltips for the grid button.
xCount How many elements to fit in the horizontal direction. The controls will be scaled to fit unless the style defines a fixedWidth to use.
style The style to use. If left out, the button style from the current GUISkin is used.

Returns

int – The index of the selected button.

Description

MakeĀ  a grid of buttons.

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You can create a table and insert images, using xCount for the number of fields across you want your array to be. This is a very neat way to organise an inventory for a game.

:Games, Unity

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