CS2335
Master 1.0.0
Master 1.0.0
  • Introduction
  • Introduction
    • Introduction
      • Game Design
    • Unity - Download
    • Visual Studio - IDE
    • Unity Manual, Scripting API
  • Unity Basics
    • Unity Editor Windows
    • Behavior Components
    • 2D Project, Scenes
      • Create 2D Sprite GameObject
      • Create UI-Text GameObject
    • MonoBehavior - Base-Class
    • Create a Custom C# Script
  • Game Coding Structures
    • Games Overview
    • Unity Engine - Event Functions
    • Finite State Machines
    • UML Class Diagram
  • Animation
    • Animator Controller
    • Animation Steps
      • Optional: Dead Animation
    • PlayerController.cs V0
  • Project 1 - Player
    • Player GameObject v1
      • C# Generics, Statics
    • Player GameObject - Jump
    • PlayerController.cs V2-Jump
    • PickUp PreFabs
      • Sorting Layers
    • PlayerController.cs V3-Collide
    • GameData Version1
    • GameData Version2
    • PlayerController V4-Score
  • Project 1 Details
    • Project1 GameObjects
    • PlayerStats Version1
      • UI-Canvas
    • Utility Class
    • Simple Spawner
    • MiniGameManager
      • Logic Diagrams
      • StartButton
      • ResultsPanel
  • Project1 Enhancements
    • PickUp - SelfDestruct
    • Spawn from List of Prefabs
  • Project 2 - StateManager
    • Project 2 - Learning Objectives
      • Inspiration
        • Branching Story Structures
        • Branching Structures
        • Hero's Journey
        • Visual Novel in Unity-Links
    • Project 2 - Starter Assets
    • State Machine Framework
    • StateManager - Singleton Design Pattern
    • Interface IStateBase
    • Create SceneXState.cs
    • OptionPanel Prefab
      • UI Images: Sprite Sheets
      • Button Image-Transitions
    • Project 2 - List of Steps
    • Project 2 - Starter Code
  • Project 2 -Dialogue
    • Hide_Show_Panel Script
    • Edit OptionPanel
    • Simple DialogPrefab
    • Conversation Entry
    • SimpleDialog.cs
    • ScriptableObjects
      • Scriptable Object Factory
    • Conversation Scriptable Objects
    • DialogManager_ConvList
      • DialogManager V2
      • Coroutines: Dynamic Text
      • DialogPrefab wImage
  • Overview: Branching Logic
    • DialogTrigger
    • Dictionary Data-Structure
      • Unity PlayerPrefs Dictionary
    • GameData Version3
    • Dictionary: choiceData
      • SaveChoice, ChoicePanel
        • choiceData - examples
          • Dictionary Value to Disable Options
    • Configure UI-Button Listeners
      • NPC Animation
      • NPC Activation
    • UI-Triggered Animations
    • Simple Inventory
    • EndState Conditions
    • Script ExecutionOrder
    • Custom UnityEvents
    • PlayerStats v2
      • ModifyPlayerData
      • BuyItem
    • Text Input
  • UI Components
    • Finding Game Objects
    • Game Objects: UI vs. 2D Sprite
    • UI Elements
      • Canvas: Screen-Space Render-Mode
      • UI-Buttons To Change Scene
  • Proj4: Inventory System
    • Inventory-System
      • GameData version4
      • Install and Configure
      • Diagrams, Resources
        • Item, Gem, Potion Classes
        • Inventory Class
      • InventoryDisplay, Slot UI
        • InventoryDisplay Class
        • Slot Class
        • Hazard Class
        • Layout Groups
      • Customization Steps
        • Configure Animation
        • AddItem Button
        • Concrete Class: Food
        • MiniGame Mods
          • PlayerController Mods
      • Code: InventorySystem
        • GameData, PickUp Mods
      • Resources: Data Structures
  • Custom Unity Events
    • Event Publishing Patterns
    • Custom Event Messaging
  • Proj4: Mini-Game
    • Simplified Mini-Game
      • PlayerController_v2 Mods
        • PlayerController_v2_final
      • MiniGameManager_v2
    • MiniGame-Overview-Proj4
    • LevelManager
      • LevelManager Logic Diagram
      • LevelManager FSM
      • LoadLevel, StartLevel Logic
      • Code Framework
    • Timer
  • Project 4 - Code Mods
    • Project 4 - Steps
    • Project 4 - Code
      • Code: Final Versions
        • PlayerController Mods
          • PlayerController_v2 Mods
        • GameData - Final
        • LevelManager
        • PlayerStats - Final
        • PickUp, Hazard, ScorePickUp
        • Spawner - Final
        • CameraFollow
        • ScreenFader
        • MiniGameState
        • Example: EndState
      • MiniGameWin Logic
  • Optional, Supplemental Content
    • Optional Content
      • Particle Systems
      • Adding Audio
      • Screen Fading and Reloading
      • ScriptableObjects
      • Disable Debug Logging
      • Events and Actions
      • Saving Data - Serialization
      • Parallax Scrolling
      • Change Sprites
    • XR - Extended Reality
  • Computing Concepts
    • Programming Patterns
      • State - FSM
      • Singleton Pattern
    • C# Language
      • Variables
      • Delegates
      • Dictionary
      • Enum
      • Encapsulation
        • C# Properties
        • Access Modifiers
      • Generics < T >
      • Inheritance
      • Interface
      • List< T >
      • Polymorphism
      • Queue< T >
      • Switch-Case
      • Foreach
      • Static
      • Ternary Operator: ?
      • this
    • Diagrams
      • State Machine Framework
      • UML Class Diagrams
      • Level Manager Logic Diagram
      • Flow-Chart: NumberGame
      • FSM: NumberGame
    • Tools
    • Glossary
    • References and Resources
    • Random Thoughts
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On this page
  • Class Pickup
  • GameData Changes:
  • Updated Class GameData with CustomEvent and Inventory, AddItem(ItemInstance), BoostHealth( ), BoostExperience( )
  • GameData: Final Version

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  1. Proj4: Inventory System
  2. Inventory-System
  3. Code: InventorySystem

GameData, PickUp Mods

These are the modifications included in the Inventory System Package

The following scripts contain updated code that is already integrated the Inventory System Unity Package.

IMPORTANT: You may get a compile error in your code when importing the InventorySystem Package due to inconsistencies between using the GameData variable: score, sometimes the variable totalScore was used with the same meaning. Fix the error: I recommend using score / Score, instead of totalScore/TotalScore, because it is what is used in subsequent code for Project 3 - LevelManager.cs

The error above may show up in PlayerStats.cs: Make the following change

private void UpdateDisplay()
    {
        scoreText.text = "Score: " + GameData.instanceRef.Score; //replace .TotalScore
        healthText.text = "Health: " + GameData.instanceRef.Health;
    }

Class Pickup

updated Apr 10,2019

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

//combines frontEnd UI and BackEnd 
public class PickUp : MonoBehaviour {

    public ItemInstance itemInstance;

    private int value;

    //read-only property
    public int Value
    {
        get { return value; }
    }

    private void Start()
    {
        this.value = itemInstance.item.value;
    }

    /// <summary>
    /// Adds the item to GameData Inventory
    /// Can be executed by button.onClick
    /// when added as a listener
    /// </summary>
    public void AddItem( ) //can be called onClick for a button
    {
        GameData.instanceRef.AddItem(this.itemInstance);
    }
}//end class PickUp

GameData Changes:

Updated Class GameData with CustomEvent and Inventory, AddItem(ItemInstance), BoostHealth( ), BoostExperience( )

IMPORTANT: You may get a compile error in your code due to inconsistencies between using the GameData variable: score, sometimes the variable totalScore was used with the same meaning. Fix the error: I recommend using score / Score, instead of totalScore/TotalScore, because it is what is used in subsequent code for Project 3 - LevelManager.cs

GameData: Final Version

updated Apr 3,2020

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;

///4/3/2020

//Singleton - one and only 1 ever in existance
//global variable to allow easy access
public class GameData : MonoBehaviour
{

    /// static means it belongs to the Class, and not to an object instance of the class
    public UnityEvent onPlayerDataUpdate = new UnityEvent();

    public static GameData instanceRef;  ///Global variable 

    public Inventory inventory;//Scriptable Object
    private Dictionary<string, string> choiceData = new Dictionary<string, string>();
    /// <summary>
    /// Properties - provide read/write access to variables
    /// </summary>



    private int levelScore;
    private int score; //some versions use totalScore
    private int health;
    private int experience;
    private int lives;
    private int maxExperience = 100;
    public bool miniGameWinner = false;



    //Properties - Support Encapsulation - protect inner workings of our class
    public int Score //some versions use TotalScore
    {
        get { return score; }   //read only access
    }

    public int LevelScore
    {
        get { return levelScore; }
        set { levelScore = value; }
    }

    public int Lives
    {
        get { return lives; }
        set { lives = value; }
    }

    public int Experience
    {
        get { return experience; }   //read only access
    }

    public int Health
    {
        get { return health; }   //read only access
    }

    private void Awake()
    {
        health = 100; //initialize
        score = 0;
        if (instanceRef == null)
        {
            instanceRef = this; //point to itself
            DontDestroyOnLoad(this.gameObject);  //this will never be destroyed
        }
        else
        {
            Destroy(this.gameObject);
            Debug.Log("Duplicate GameData is Destroyed");
        }
    }


    /// <summary>
    /// Add the specified item.
    /// Overloaded method
    /// takes the ItemInstance item as input parameter
    /// </summary>
    /// <param name="item">Item.</param>
    /// 

    public void AddItem(ItemInstance item)
    {
        inventory.InsertItem(item);
        //inventory invokes onInventoryUpdate event
    }

    /// <summary>
    /// Add the specified value.
    /// Overloaded method
    /// takes the PickUp item's value as input parameter
    /// </summary>
    /// <param name="value">Value.</param>
    public void Add(int value)
    {
        score += value;
        levelScore += value;  //Make sure you have this line of code
        Debug.Log("Score is updated " + score);
        InvokePlayerDataUpdate();
    }

    public void BoostHealth(int value)
    {
        health += value;
        health = Mathf.Min(health, 100);
        Debug.Log("boosting health, new health " + health);
        InvokePlayerDataUpdate();
    }

    public void BoostExperience(int value)
    {
        experience += value;
        experience = Mathf.Min(experience, maxExperience);
        Debug.Log("boosting experience: " + experience);
        InvokePlayerDataUpdate();
    }

    //updated TakeDamage: 4/24/19
    public void TakeDamage(int value)
    {
        health -= value;
        if (health < 0) health = 0;  //makes sure health !< 0
        Debug.Log("Health is updated " + health);
        InvokePlayerDataUpdate();
    }

    public void InvokePlayerDataUpdate()
    {
        if (onPlayerDataUpdate != null)
        {
            onPlayerDataUpdate.Invoke();
        }
    }

    public void SaveChoice(string choiceKey, string choiceValue)
    {

        if (choiceData.ContainsKey(choiceKey))
        {
            choiceData[choiceKey] = choiceValue; //change stored value
            Debug.Log("Choice Changed" + choiceKey + " : " + choiceValue);
        }
        else
        {
            choiceData.Add(choiceKey, choiceValue); //adds key,value pair
            Debug.Log("Choice Data Created" + choiceKey + " : " + choiceValue);
        }
    }

    public string GetChoice(string choiceKey)
    {
        string choiceValue = "None";
        choiceData.TryGetValue(choiceKey, out choiceValue);
        Debug.Log("Choice Data Accessed" + choiceKey + " : " + choiceValue);
        return choiceValue;
    }


    //to restart entire game
    public void ResetGameData()
    {
        health = 100; //initialize
        score = 0;
        experience = 0;
        //inventory.inventory.Clear();
        miniGameWinner = false;
    }

    //to restart miniGame
    public void ResetMiniGameData()
    {
        health = 100; //initialize
        score = 0;
        levelScore = 0;
    }

} //end class
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Last updated 5 years ago

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