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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

Clean-up on aisle code


It's more succinct than it was, but this code is still a nightmare to read and update. Let's try to refactor it a little more.

There's a lot of GetComponent.<Square>().player happening throughout the line. What if we made one function that would do that job, just to shorten up our code and make it a little more readable?

By setting up a function that accepts x and y as arguments, and spits out the value of a square's player variable, we'll have a handy and reusable piece of code for all kinds of situations. You should start writing the code into your project again.

function GetPlayer(x:int, y:int):int
{
  return aGrid[x,y].GetComponent.<Square>().player;
}

What just happened – vending machine

Just like our vending machine analogy from an earlier chapter, the GetPlayer function accepts two integers called x and y as inputs (these are like quarters and nickels). It uses these values to look up a Square in the grid and, using the return keyword, the function...

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