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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

Creating the SaveHandler script


Now, we create a script that allows us to call the functions that we just created from the preceding two scripts. First, we create a checkpoint system that saves game data at specific points within the game. Then, we create a way to allow the player to save their data whenever they want to. To get started, create a new script, and name it SaveHandler.

The checkpoint system

The first way in which we create to save and load data is a checkpoint system. Checkpoints are typically areas in the game world on reaching which the game will save the player's data. Add this function to allow the checkpoint to save:

void OnTriggerEnter(Collider other)
{
  if(other.tag == "SavePoint")
  {
    Camera.main.SendMessage("WriteToFile");
    Destroy(other.gameObject);
  }
}

This is a trigger-based method to save. When the player enters the triggered area, the game will save the player's data. Within the if statement, you can call any of the save functions we created. You should...

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