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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
Tools
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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

Displaying the achievements on screen


Just as we did with the stats, we will have a new menu for achievements. First, we'll start by adding a couple of variables:

public bool showAchievements = false;
public Rect achRect = new Rect(Screen.width / 2, Screen.height / 2, 700, 700);

Adding the GUI functions

Now, we will add the functions to show the achievements on the screen. The first function is the OnGUI function, which we will add now:

void OnGUI()
{
  if(showAchievements)
  {
    achRect = GUI.Window(0, achRect, AchGUI, "Achievements");
  }
}

Just as in the stats menu, we check whether we want to show the achievements menu. If we do it, is shown on screen; if not, we hide it.

Next, we will add the AchGUI function that is being called in the OnGUI function. This is a large function, but it will allow us to show the achievements that we need. It is similar to the stat menu, except we will show buttons instead of a number. We use buttons just as a proof of concept; normally, you would use an image...

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