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Unity 4.x Game Development by Example: Beginner's Guide

You're reading from   Unity 4.x Game Development by Example: Beginner's Guide A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 4.x

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849695268
Length 572 pages
Edition 3rd Edition
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Author (1):
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Ryan Henson Creighton Ryan Henson Creighton
Author Profile Icon Ryan Henson Creighton
Ryan Henson Creighton
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Table of Contents (22) Chapters Close

Unity 4.x Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. That's One Fancy Hammer! FREE CHAPTER 2. Let's Start with the Sky 3. Game #1 – Ticker Taker 4. Code Comfort 5. Game #2 – Robot Repair 6. Game #2 – Robot Repair Part 2 7. Don't Be a Clock Blocker 8. Hearty Har Har 9. Game #3 – The Break-Up 10. Game #3 – The Break-Up Part 2 11. Game #4 – Shoot the Moon 12. Game #5 – Kisses 'n' Hugs 13. AI Programming and World Domination 14. Action! Appendix Index

Click-spamming for fun and profit


The human player can also cheat, and place an X during the pause while the computer is "thinking". Try "click-spamming" the grid to place more Xs than you ought to. If you're very quick, you can fill the grid with Xs before the computer places a single O.

By adding a conditional check to the ClickSquare function, we can make sure the human can only place a piece when it's his or her turn:

function ClickSquare(square:GameObject)
{
  if(gameIsOver || currentPlayer == 2) return;

The double-pipe means "OR". If either of the statements separated by || in the conditional check resolve to true, then the code within the conditional is executed.

So if the human clicks to place a piece, if either the game is over or it's the computer's turn, we use the return statement to eject out of the function and prevent the rest of the code from executing.

Test the game again. Now, neither player can cheat.

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