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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
Languages
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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

Time for action – preparing the clock code


Let's rough in a few empty functions and three variables that we'll need to make the clock work.

  1. Open up the ClockScript by double-clicking on it. Update the code:

    #pragma strict
    var clockIsPaused : boolean = false;
    var startTime : float; //(in seconds)
    var timeRemaining : float; //(in seconds)
    function Awake()
    {
    }
    
    function Update() {
      if (!clockIsPaused)
      {
         // make sure the timer is not paused
         DoCountdown();
      }
    }
    
    function DoCountdown() {
    }
    
    function PauseClock()
    {
       clockIsPaused = true;
    }
    function UnpauseClock()
    {
       clockIsPaused = false;
    }
    
    function ShowTime()
    {
    }
    
    function TimeIsUp()
    {
    }
    

What just happened – that's a whole lotta nothing

Here, we've created a list of functions that we'll probably need to get our clock working. The functions are mostly empty, but that's okay—roughing them in like this is a really valid and useful way to program. We have a DoCountdown() function that we call on every update, as long as our clockIsPaused...

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