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Unity Game Development Scripting

You're reading from   Unity Game Development Scripting Write efficient C# scripts to create modular key game elements that are usable for any kind of Unity project

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Product type Paperback
Published in Dec 2014
Publisher
ISBN-13 9781783553631
Length 202 pages
Edition 1st Edition
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Author (1):
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Kyle D'Aoust Kyle D'Aoust
Author Profile Icon Kyle D'Aoust
Kyle D'Aoust
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Toc

Table of Contents (12) Chapters Close

Preface 1. Interactive Input FREE CHAPTER 2. GUI Time 3. Expandable Item Classes 4. Inventory 5. Enemy and Friendly AIs 6. Keeping Score 7. Creating Save and Load Systems 8. Aural Integration 9. Game Settings 10. Putting It All Together Index

The melee item class

The melee item class will have similar properties and functions as the self item class. What is different about the two is that the functions don't affect the player, but other GameObjects. Also, the way we activate the item is different.

To get started, create a new script and name it itemMelee. We'll start our script by adding some variables, similar to the ones we used in the itemSelf class.

Adding our variables

First, we'll add a couple of enum variables:

public enum MeleeAction {BuffDebuff, ChangeHP, ActivateEnv, None};
public enum MeleeType {Weapon, Potion, None};

The MeleeAction enum will decide what the melee item does. Since melee items can interact with various GameObjects, its actions will vary just as much as it can. The MeleeType enum will determine whether the player uses a weapon, potion, or no items. Now, let's add the rest of our variables in:

public int Amount, Value;
public float Weight;
public string Name, Stat;
public MeleeAction meleeAction...
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