CS2335
Master_v2
Master_v2
  • Introduction
  • Introduction
    • Introduction
      • Design
      • Game Design
    • Unity - Download
    • Visual Studio - IDE
    • Hero's Journey
  • Unity Basics
    • Unity Editor Windows
    • MonoBehavior - Base-Class
    • Unity Engine - Event Functions
  • Getting Started
    • UI-Elements
    • Animator Controller
      • Animation Steps
    • PlayerController Flow Chart
    • PlayerController Code
      • PlayerController - V1 - S20
      • PlayerController V2 S20
      • PlayerController V3 S20
  • Project 1 - Simple Game
    • Overview
    • Project 1 - Get Started
      • UML Class Diagram
    • Player GameObject
      • PlayerController.cs V2
      • PlayerController.cs V3
    • Create 2D Sprite Prefab: Rock
    • Sorting Layers
  • Project1 Code
    • PickUp PreFabs
    • Player GameObject
    • PlayerController - jump
    • GameData Version1
    • PlayerStats Version1
    • MiniGameManager
      • Logic Diagram
    • Simple Spawner
    • Utility Class
  • Project1 Enhancements
    • PickUp - SelfDestruct
    • Spawn from List of Prefabs
  • Project 2 - StateManager
    • Project 2 - Learning Objectives
    • Project 2 - Starter Assets
    • Project 2
      • State Machine Framework
        • Singleton Pattern
      • StateManager - Singleton Design Pattern
      • IStateBase, BeginState
      • Project 2 -Steps: Create new Scene and State
      • Project 2 - List of Steps
        • Project 2 - Starter Code
  • Project 2 -Dialog
    • Hide_Show_Panel Script
    • Configure TitlePanel, DecisionPanel
    • Simple Dialog Prefab
    • Conversation Scriptable Objects
    • DialogManager_ConvList
    • Image Transitions for Buttons
  • UI Components
    • Finding Game Objects
    • Game Objects: UI vs. 2D Sprite
    • UI Elements
      • Canvas: Screen-Space Render-Mode
      • UI-Buttons To Change Scene
      • Text Input
  • Project2 Resources
    • Visual Novel in Unity-Links
    • Scriptable Object Factory
      • ScriptableObjects
    • Dialog Prefab Packages
  • Project 3 - Overview
    • Branching Story Structures
    • Dictionary Data-Structure
      • Unity PlayerPrefs Dictionary
    • Dictionary: User-Choice Data
      • User-Choices - Example
        • Dictionary Value to Disable Options
    • Simplified Mini-Game
      • PlayerController_v2 Mods
        • PlayerController_v2_final
      • MiniGameManager_v2
  • Proj3: Inventory System
    • Inventory-System
      • 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
  • Proj3: Custom UnityEvents
    • Event Publishing Patterns
    • Custom Event Messaging
  • Proj3: Mini-Game
    • MiniGame-Overview-Proj3
    • LevelManager
      • LevelManager Logic Diagram
      • LevelManager FSM
      • LoadLevel, StartLevel Logic
      • Code Framework
    • Timer
  • Project 3 - Code Mods
    • Project 3 - Steps
    • Project 3 - 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
      • Adding Audio
      • Screen Fading and Reloading
      • ScriptableObjects
      • Disable Debug Logging
      • Events and Actions
      • Saving Data - Serialization
      • Parallax Scrolling
      • Change Sprites
  • C# Language
    • C# Language
      • Variables
      • Enum
      • Encapsulation
        • C# Properties
        • Access Modifiers
      • Inheritance
      • Polymorphism
      • Interface
      • Switch-Case
      • List< T >
      • Queue< T >
      • Dictionary
      • Foreach
      • Static
      • Ternary Operator: ?
      • this
      • Delegates
    • Diagrams
      • State Machine Framework
      • UML Class Diagrams
      • Level Manager Logic Diagram
      • Flow-Chart: NumberGame
      • FSM: NumberGame
    • Glossary
    • References and Resources
    • Random Thoughts
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  • GameData.cs: Create a C# Dictionary
  • GameData.cs Version 2

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  1. Project 3 - Overview

Dictionary: User-Choice Data

PreviousUnity PlayerPrefs DictionaryNextUser-Choices - Example

Last updated 5 years ago

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To explore a simple example of using a C# Dictionary to store user choices, imagine that a player can choose one of 3 different options that correspond to unlocking or locking some options within another scene or game situation. Since we're creating a simple prototype, we can provide the options as buttons within a panel that opens after some dialog has completed that gives back-story of the choice and options.

GameData.cs: Create a C# Dictionary

The first choice when creating a dictionary is to determine the dataType of the key, value elements that it will hold. A very flexible option is to use string for the key and the value, so that's what we'll use in this example. Keep in mind, dictionaries are very flexible, the dataType of the value can be an entire dictionary. Imagine a string-type key of "food" where the associated value being an entire dictionary of different food types and quantities, where the whole dictionary is stored in a scriptableObject, so it could be exported/ imported into any project. Dictionaries are very useful data-structures for storing game-type information. First, we'll add a Dictionary< string, string> to GameData, then we add a method to add or update a key-value pair and a method to access the value that is stored with a key. See info on the page linked below on for additional details about C# Dictionaries.

GameData.cs Version 2

 private Dictionary<string,string> choiceData = new Dictionary< string,string>();
   
   
 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;
    }
Dictionary