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Unity 4.x Game Development by Example: Beginner's Guide

You're reading from   Unity 4.x Game Development by Example: Beginner's Guide A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 4.x

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849695268
Length 572 pages
Edition 3rd Edition
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Author (1):
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Ryan Henson Creighton Ryan Henson Creighton
Author Profile Icon Ryan Henson Creighton
Ryan Henson Creighton
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Table of Contents (22) Chapters Close

Unity 4.x Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. That's One Fancy Hammer! FREE CHAPTER 2. Let's Start with the Sky 3. Game #1 – Ticker Taker 4. Code Comfort 5. Game #2 – Robot Repair 6. Game #2 – Robot Repair Part 2 7. Don't Be a Clock Blocker 8. Hearty Har Har 9. Game #3 – The Break-Up 10. Game #3 – The Break-Up Part 2 11. Game #4 – Shoot the Moon 12. Game #5 – Kisses 'n' Hugs 13. AI Programming and World Domination 14. Action! Appendix Index

The incredible shrinking clock


We've seen in earlier chapters that the GUI.BeginGroup() and GUI.EndGroup() functions can wrap our fixed-position UI controls together so that we can move them around as a unit. In the preceding code, we made one group to hold the background bar, and another inside it to hold the foreground bar, offset slightly. The outer group is positioned near the right edge of the screen, using the gap value of 20 pixels to set it back from the screen edges.

When we draw the foreground clock bar, we draw it at its normal size, but the group that wraps it is drawn at the shrinking size, so it cuts the texture off. If you put a 500 x 500 pixel texture inside a 20 x 20 pixel group, you'll only see a 20 x 20 pixel portion of the larger image. We use this to our advantage to display an ever-decreasing section of our clock bar.

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