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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  1. Overview: Branching Logic

GameData Version3

This version of GameData includes C# Dictionary choiceData and methods to save and access key,value pairs of data.

You must update your GameData code to this version in order to use the choiceData dictionary and methods.

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

/// <summary>
/// Singleton Object to store all GameData
/// Is not destroyed when changing scenes
/// </summary>
public class GameData : MonoBehaviour
{
    public static GameData instanceRef; //null //variable that can point to a GameData object

    private int score;
    private int health;
   

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

    public int  Score
    {
        get { return score; } //Read access
                                   // set { totalScore = value; }   //write access
    }

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

    // Awake is called before Start() is called on any GameObject
    // Other objects have dependencies on this object so it must be created first
    void Awake()
    {
        if (instanceRef == null)  //this code hasn't been executed before
        {
            instanceRef = this; //point to object instance currently executing this code
            DontDestroyOnLoad(this.gameObject); //don't destroy the gameObject this is attached to
        }
        else  //this object is not the first, it's an imposter that must be destroyed
        {
            DestroyImmediate(this.gameObject);
            Debug.Log("Destroy GameData Imposter");
        }

        //initialize after destroying imposters
        score = 0;
        health = 100;
       

    } //end Awake

    //will be executed in PlayerController when colliding with a collectible
    public void Add(int value)
    {
        score += value;
        Debug.Log("Score updated: " + score); //display score in console
    }// end Add

    public void TakeDamage(int value)
    {
        health -= value;
        Debug.Log("health updated: " + health); //display health in console
        if (health <= 0)
        {
            Debug.Log("Health less than 0"); //display health in console
        }
    }//end TakeDamage
    
    //uses score points to purchase something
     public void Buy(int value)
    {
        score -= value;
        Debug.Log("Buy: score reduced " + score);
    }

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

    //save any <string, string > key-value pair in choiceData dictionary
    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);
        }
       
    }

    //given key, read any < string, string > key-value pair 
    public string GetChoice(string choiceKey)
    {
        string choiceValue = "None";
        choiceData.TryGetValue(choiceKey, out choiceValue);
        Debug.Log("Choice Data Accessed" + choiceKey + " : " + choiceValue);
       
        return choiceValue;
    }

    //removes item from dictionary if key exists
    public void RemoveChoice( string choiceKey)
    {
        if(choiceData.ContainsKey(choiceKey))
        {
            choiceData.Remove(choiceKey);
          
        }
    }
    
    
    //called when restarting the miniGame
    public void ResetGameData()
    {
        score = 0;
        health = 100;
    }


}//end class GameData

Optional way to initialize Dictionary Values when GameData Awake( ) is executed

 //Initialize with default state values
 //Executed in Awake( ) 
    void InitializeChoiceStatevalues()
    {
        SaveChoice("LucyState", "deficiency");
        SaveChoice("ZombieState", "hungry");
        SaveChoice("RobotState", "agent");
        SaveChoice("CatState", "missing");
        SaveChoice("MonsterState", "angry");

    }

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Last updated 4 years ago

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