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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 inventory script


For our inventory, we'll only use one script, so let's get it started.

Creating and naming the script

The first thing we need to do is to create a new C# script and name it Inventory. When you open the script, delete the Start and Update functions, leaving an empty class for us to use.

Adding the necessary variables

First, add this using statement where the other using statements are. The using statement will be needed so that we can use the List container variable:

using System.Collections.Generic;

Now, let's add the variables we require and place them after the opening class defining bracket:

bool showInventory = false;
public Rect inventoryRect = new Rect(Screen.width / 2, Screen.height / 2, 400, 400);
public GameObject EmptyObject;
public int InventorySize = 9;
public GameObject[] invItems;
public GameObject[] QuickItems;

List<KeyValuePair<int, GameObject>> items = new List<KeyValuePair<int, GameObject>>();

List<KeyValuePair<int...
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