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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

Achievement trackers


In this part of the chapter, we will add trackers for each of our achievements. Each tracker will have its own function. The functions will be very similar to each other, but will have their own variables to affect.

When the functions are called, it'll take in an integer; this integer is the amount of the stat that we want to check. Within the function, we check with our bool variables to see whether that achievement can still be gained. Next, we check the amount in order to iterate the achievement level appropriately.

Once the achievement level is at its highest amount, we disable the ability to gain more achievements for that skill.

Tracking the kills

Our first tracker will track the player kills; let's add the tracker function now:

void Kills(int Amount)
{
  if(getKills)
  {
    if(Amount >= 10 && Amount < 49)
    {
      if(achKills != 1)
        achKills++;
    }
    if(Amount >= 50 && Amount < 99)
    {
      if(achKills != 2)
        achKills...
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