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
Powered by GitBook
On this page
  • ChoicePanel Prefab:
  • SaveChoice.cs
  • SaveChoice.cs - Attach to each child Button
  • KeyValuePair.cs - Data Class created for Dictionary Data
  • SaveChoice.cs

Was this helpful?

  1. Overview: Branching Logic
  2. Dictionary: choiceData

SaveChoice, ChoicePanel

PreviousDictionary: choiceDataNextchoiceData - examples

Last updated 3 years ago

Was this helpful?

ChoicePanel Prefab:

You will need to create a simple Prefab that you can use in multiple times within one scene and within multiple scenes to allow the player to make choices during gameplay to determine subsequent game conditions.

Update Gto include logic for SaveChoice

The ChoicePanel prefab is quite simple, It's very similar to the OptionPanel prefab, it must be configured as detailed below:

  • The parent gameObject: ChoicePanel, requires:

    • script component

    • CanvasGroup component - REMEMBER TO ADD CANVAS GROUP

    • Vertical Layout Group component

  • Each UI-Button will require an instance of the (see below).

SaveChoice.cs

The general idea is that we'd like a simple script that can be attached to any Button so that clicking the Button will update the database for the key,value pair associated with the Button.

SaveChoice.cs - Attach to each child Button

Set the Key, Value pair for the SaveChoice Component

The script below is attached to a Button, and has code to be executed when the Button is clicked, so first we have to find the Button Component in Start, this is a bit of a work-around. When one of the Buttons is clicked, it updated the Dictionary in GameData. Then it finds it's parent and gets the CanvasGroup of the parent and hides the entire panel. Then it checks to see if the parent panel has an attached Hide_Show_Panel script with a nextPanelToOpen. It opens that panel and checks to see if there is a ShowChoice script on that Panel, if so, it executes: UpdateDisplay( ). See code for that script below.

KeyValuePair.cs - Data Class created for Dictionary Data

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

[System.Serializable]
public class KeyValuePair
{
    public string key;
    public string value;
}

SaveChoice.cs

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

public class SaveChoice : MonoBehaviour
{
    //set in inspector for each Button

    [SerializeField]
    ConversationList nextConversation; //if next conversation exists

    [SerializeField]
    DialogManager dialogManager; //if next conversation exists, set dialogManager

    [SerializeField]
    CanvasGroup nextPanelToOpen; //if not using dialogManager or nextConversatoin

    [SerializeField]
    public List<KeyValuePair> choiceList; //a list of dictionary key-value pairs to be set when the button is clicked

    Button thisItem;
    // Start is called before the first frame update
    private void Start()
    {
        thisItem = GetComponent<Button>();
        thisItem.onClick.AddListener(OnChoiceSelected);
    }

    public void OnChoiceSelected()
    {
        //loop through list of keyValuePairs, Save key,value pair to GameData dictionary: choiceData
        foreach (KeyValuePair keyValuePair in choiceList)
        {
            //if special gameState - type value
                 GameData.instanceRef.SaveChoice(keyValuePair.key, keyValuePair.value); //don't use improveState value
       
            Debug.Log("Saved Key " + keyValuePair.key + " Saved Value " + GameData.instanceRef.GetChoice(keyValuePair.key));  //pull from stored value
        }

        thisItem.Select(); //show Button selected Image

        //Find Parent Panel and hide
        GameObject parentGameObject = this.transform.parent.gameObject; //find parent
        if (parentGameObject != null)
        {
            CanvasGroup parentCG = parentGameObject.GetComponent<CanvasGroup>();
            if (parentCG != null)
            {
                Utility.HideCG(parentCG); //hide the parent choice panel
            }
        }
        //either set dialogManager with nextConversation
        if (nextConversation != null && dialogManager != null) //NextPanel will be dialogManager
        {
            dialogManager.TriggeredDialog(nextConversation); //
        }
        else if (nextPanelToOpen != null)//or show panel nextPanelToOpenindicated 
        {
            Utility.ShowCG(nextPanelToOpen); //on to open next panel specified on parent
        }
    }

}//end class

Button onClick.AddListener( ) In addition to storing the SaveChoice key,value pair we can also configure these buttons to open panels, trigger dialog, to implement our conditional branching narrative structure. This will be covered in the section:

Configure UI-Button Listeners
ameData to Version3
Hide_Show_Panel
SaveChoice Script