Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Learning C# by Developing Games with Unity 3D Beginner's Guide

You're reading from   Learning C# by Developing Games with Unity 3D Beginner's Guide The beauty of this book is that it assumes absolutely no knowledge of coding at all. Starting from very first principles it will end up giving you an excellent grounding in the writing of C# code and scripts.

Arrow left icon
Product type Paperback
Published in Sep 2013
Publisher Packt
ISBN-13 9781849696586
Length 292 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Terry Norton Terry Norton
Author Profile Icon Terry Norton
Terry Norton
Arrow right icon
View More author details
Toc

Table of Contents (16) Chapters Close

Preface 1. Discovering Your Hidden Scripting Skills FREE CHAPTER 2. Introducing the Building Blocks for Unity Scripts 3. Getting into the Details of Variables 4. Getting into the Details of Methods 5. Making Decisions in Code 6. Using Dot Syntax for Object Communication 7. Creating the Gameplay is Just a Part of the Game 8. Developing the State Machine 9. Start Building a Game and Get the Basic Structure Running 10. Moving Around, Collisions, and Keeping Score 11. Summarizing Your New Coding Skills A. Initial State Machine files B. Completed code files for Chapters 9 and 10 C. Pop Quiz Answers Index

Time for action – setting the Lives for Player

The Lives remaining for Player will be stored in a variable in GameData. We don't want it in PlayerControl because this information has no bearing on controlling Player.

  1. As shown in the following GameData screenshot, add lines 10 and 11:
    Time for action – setting the Lives for Player
  2. As shown in the following SetupState screenshot, insert the section of code in the red box:
    Time for action – setting the Lives for Player

What just happened?

Let us analyze the code shown in the preceding screenshots:

In GameData:

Line 11: public int playerLives;

  • The variable playerLives holds the remaining Lives available
  • This value is set using GUI while in SetupState
  • As Lives are lost, this number will decrease toward zero

Line 10: [HideInInspector]

  • The value in playerLives should not be editable in the Inspector

In SetupState:

Line 31: GUI.Box(new Rect(Screen.width - 110,10,100,25), string.Format("Lives left: "+ manager.gameDataRef.playerLives));

  • Lines 31 and 32 are only one line of code
  • A GUI Box is shown on screen with the text Lives...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €18.99/month. Cancel anytime