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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

The stat tracker

Our next step is to give our stat tracker all the functionalities that we need. Here, we will create methods to set and reset stats, set and reset PlayerPrefs, and save PlayerPrefs. Finally, we create a way to show our stats on the screen. Playerprefs are functions built in Unity that allow storage of strings, integers, and floats using a system similar to Dictionary or KeyValuePair.

Setting the stats

The first function that we will create will allow us to set values to specific stats. Add this function to your script:

void SetStat(string stat, int intValue = 0)
{
  switch(stat)
  {
  case "Kills":
    pKills+= intValue;

    float fKills = pKills;
    float fDeaths = pDeaths;if(fKills != 0)
      pKDR = fDeaths / fKills;
    break;
  case "Deaths":
    pDeaths+= intValue;

    float fKills2 = pKills;
    float fDeaths2 = pDeaths;if(fKills2 != 0)
      pKDR = fDeaths2 / fKills2;
    break;
  case "TotalGold":
    pTotalGold+= intValue;
    break...
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