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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

The self item class

The first item class we'll create is for an item that affects the player upon usage. Items that players use typically affects their various stats either by adding or removing them or buffing/debuffing them for a certain amount of time. Now let's start scripting; create a new script and name it itemSelf.

Adding our variables

Our first set of variables will actually be added outside of our class as they are enum variables:

public enum SelfAction {BuffDebuff, ChangeHP, ChangeArmor, None};
public enum SelfType {Armor, Potion, None};

The first enum we created will be used to pick what the item does. We've got a few options for our items, but this can be expanded and customized to your liking. The second enum we use will determine of what type the item is; for now, we're just checking to see whether it's a potion or armor. Now let's add the rest of our variables:

public GameObject Player;
public int Amount, Value, ArmorAmount;
public float Weight...
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