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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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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

Prototype stats


Now let's figure out which stats we want to keep track of! In this book, the game we create will have a gladiator arena-styled gameplay. So we will have rounds where the player will fight enemies. To win a round, the player will need to kill all of the enemies; to lose a round, the enemies will have to kill the player.

Here's a list of stats that we want to track:

  • Kills

  • Deaths

  • Total gold

  • Current gold

  • Gold spent

  • Level

  • Rounds won

  • Rounds lost

  • Kill-death ratio

  • Win-lose ratio

  • Time played

Assigning the stats to the player

Now that we know what stats we want to track in our game, let's start our script. Create a new C# script and name it StatTracker. Next, let's add our variables to it; these will be the stats that we track:

int pKills = 0;
int pDeaths = 0;
int pTotalGold = 0;
int pCurrentGold = 0;
int pGoldSpent = 0;
int pLevel = 1;
int pRoundsWon = 0;
int pRoundsLost = 0;
float pKDR = 0.00f;
float pWLR = 0.00f;
float pTimePlayed = 0.00f;

As you can see, the variable names are preceded by the...

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