void DrawCharacterStatus(float x, float y, CharacterStatus status, Rect bar_rect, Color front_color)
{
// 이름.
GUI.Label(
new Rect(x, y, nameRect.width, nameRect.height),
status.characterName,
nameLabelStyle);
float life_value = (float)status.HP / status.MaxHP;
if(backLifeBarTexture != null)
{
// 후면 라이브바.
y += nameRect.height;
GUI.DrawTexture(new Rect(x, y, bar_rect.width, bar_rect.height), backLifeBarTexture);
}
// 전면 라이프바.
if(frontLifeBarTexture != null)
{
float resize_front_bar_offset_x = frontLifeBarOffsetX * bar_rect.width / lifeBarTextureWidth;
float front_bar_width = bar_rect.width - resize_front_bar_offset_x * 2;
var gui_color = GUI.color;
GUI.color = front_color;
GUI.DrawTexture(new Rect(x + resize_front_bar_offset_x, y, front_bar_width * life_value, bar_rect.height), frontLifeBarTexture);
GUI.color = gui_color;
}
}