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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

Creating the settings menu


The final part of our optimizations will be to add a menu so that the player can access and change the settings we created. Create a new C# script and name it Config_GUI.

Preparing the code

Now, we'll set up our code by adding variables, a start function, and an OnGUI function. Add this code to your script:

float volBG, volSFX, volATM, fov;
bool aa, shadows, sync, optionsGUI, full;
int res;
string settings, audiotype;
public Rect optionsRect = new Rect(100, 100, 500, 500);

void Start()
{
  volBG = 0;
  volATM = 0.3f;
  volSFX = 0.8f;
  fov = 90.00f;
  aa = true;
  fullscreen = true;
  shadows = true;
  optionsGUI = true;
  LoadAll();
}

void OnGUI()
{
  if(optionsGUI)
  {
    optionsRect = GUI.Window(0, optionsRect, OptionsGUI, "Options");
  }
}

All of the variables that we created are placeholders so that we aren't directly modifying the saved values that are in PlayerPrefs. The last variable, Rect, will be used to place and size our Options menu. In the Start function...

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