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Question by HHameline · May 09, 2011 at 06:14 PM · texturecustom

Creating a GUI.Toolbar with Custom GUIStyle

Hello, I was wondering if it was possible to create a toolbar with 5 buttons each button having a unique mouse over, pressed and not pressed texture. I tried to do this with the following code but after much tinkering it still is not working.

category = GUI.Toolbar(new Rect(5, 5, SHOP_WIDTH - 10, 85), category, categoryName, categoryButtons);

Where category is an int. categoryName is a list of strings. categoryButtons is a list of GUIStyles.

categoryButtons = new GUIStyle[] { mySkin.FindStyle("TB1Button"), mySkin.FindStyle("TB2Button"), mySkin.FindStyle("TB3Button"), mySkin.FindStyle("TB4Button") };

Any ideas?

Thanks Hans

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Answer by Jake-L · May 09, 2011 at 07:36 PM

According to the docs GUI.Toolbar doesn't take an array of GUIStyles, so you only can provide one. I think you have two options:

  1. Try how it looks when you feed GUI.Toolbar with an array of GUIContent that hold your images
  2. Create your own toolbar: Draw each button on it's own, so you have full control over it's appearance

Jake

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avatar image HHameline · May 09, 2011 at 08:12 PM 0
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Thanks Jake, greatly appreciated. I fooled around with the unity GUI.Toolbar enough now where I think its time to go with your second suggestion and cut my losses and make my own toolbar. Thanks again.

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Answer by Dave 11 · May 09, 2011 at 07:05 PM

I've got no idea

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avatar image HHameline · May 09, 2011 at 07:11 PM 0
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Thanks for that incredibly helpful comment. :/

avatar image Dave 11 · May 09, 2011 at 09:53 PM 0
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No problem :) Glad you liked it.

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Answer by beco13 · Jun 28, 2011 at 03:49 AM

@HHameline : sorry to interrupt, does your problem solved? I also have the same problem...But I've already got each button unique style, how do I implement it into the toolbar scripts? Thx

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avatar image HHameline · Jun 28, 2011 at 04:00 AM 0
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Hello, beco13 :D Unfortunately there is no built in way to handle the unique images with the GUI.Toolbar function what you can do is create a group of GUI.Toggles, and using boolean values disable the ones that are not pressed, give the same functionality of a toolbar even if it is longer. How ever it's stable and worked great for me.

avatar image beco13 · Jun 28, 2011 at 04:09 AM 0
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I see so the unity doesn't provide the way :)

and how do I do that? I mean setting up the boolean and disabling the others.

avatar image HHameline · Jun 28, 2011 at 04:15 AM 0
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You would want to do something along these lines

bool boolA; bool boolB;

if (GUI.Toggle(new Rect(70, 165, 217, 133), boolA, "")) { boolA = true; boolB = false; }

if (GUI.Toggle(new Rect(70, 305, 217, 133), boolB, "")) { boolA = false; boolB = false; }

this is a very simple way of doing it, for instance the one I mad I used custom gui styles with the toggles and a switch statement to control my menu page options but it the the foundation for what you are trying to do. Hope that helps :d

avatar image beco13 · Jun 28, 2011 at 04:20 AM 0
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@HHameline : That really2 does help :) thx for your advice I tried the switch statements, but can't figure it out.. LoL

Once again thank you very much

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