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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
Tools
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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

Housing our 3D UI

We will follow similar steps when housing our 3D UI as we did when housing our 2D UI. Create a new script and call it GUI_3D.

Creating a 3D health bar

Our first step will be to add our variables needed for the health bar:

public float currentHealth = 100;
public float maximumHealth = 100;
float currentBarLength;
public Transform HealthBar;
Vector3 OrigScale;

The first three variables are what we'll use to calculate our health bar. The Transform variable is how we'll interact with our 3D object that's being used as our health bar. The Vector3 variable is a reference point for when we scale the bar.

Our next step will be to add a Start() function. We'll use the Start() function to set the OrigScale variable:

void Start()
{
  OrigScale = HealthBar.transform.localScale;
}

We set OrigScale before we do anything else in the health bar. This is what we'll use as a reference point for the health bar. Next, we'll create our Update() function:

void Update(...
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