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
  2. PlayerStats v2

BuyItem

Simple Panel with Buttons to Purchase Items

PreviousModifyPlayerDataNextText Input

Last updated 4 years ago

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This section provides a simple example of creating a UI-Panel with 2 UI-Buttons and UI Text to allow selection of items to purchase.

The images below show how to configure the UI-Panel by adding UI-Buttons as children, and a UI text element to give details about the purchase.

The BuyItem script has public methods that can be configured to be executed by a UI-Button in the inspector.

In order for a method to be configured to be executed by a Button, it can not have more than 1 input parameter, so in this case, by defining the method to accept a string, then logic in the BuyItem script could determine what is purchased. Using a Switch-case statement simplifies the logic, but nested if-else logic could also be used. The case: "robot", case: "Robot" provides a way to allow either spelled version to be considered a match. When the case "robot" is matched, then the GameData.Score value is checked to see if there are enough funds to purchase the robot. Similar to the case for Plasma.

Important: Note that when using a string value in the inspector, you should not use quotation marks.

The logic in Start( ) checks to see if the key "RobotState" has value "companion" , if that is true, then the Robot Purchase Button is deactivated.

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

//to be added to a store panel
public class BuyItem : MonoBehaviour
{
    string newLine = System.Environment.NewLine;
    [SerializeField]
    Text displayText;

    [SerializeField]
    Button robotBtn, plasmaBtn;

    void Start()
    {
        displayText.text = "Purchase Items";

        //disable robot button if Robot is already a companion
        if( GameData.instanceRef.GetChoice("RobotState") == "companion")
        {
            robotBtn.gameObject.SetActive(false); //disable robot button
        }
    }

    public void PurchaseItem(string itemName)
    {
        int funds = GameData.instanceRef.Score;

        switch (itemName)
        {
            case "Robot":
            case "robot":
                if( funds >= 50)
                { 
                    GameData.instanceRef.Buy(50);
                    displayText.text = "Robot Purchased "  + newLine + "Score: " + GameData.instanceRef.Score;
                    GameData.instanceRef.SaveChoice("RobotState", "companion"); //set Robot as Companion
                    GameData.instanceRef.SaveChoice("LucyState", "growth"); //set LucyState
                    robotBtn.gameObject.SetActive(false); //disable robot button
                }
                else
                {
                    displayText.text = "Insufficient Funds, your account has: " + GameData.instanceRef.Score;
                }
                break;
            case "Plasma":
            case "plasma":
                if( funds >= 25)
                {
                    GameData.instanceRef.Buy(25);
                    GameData.instanceRef.BoostHealth(20);
                    displayText.text = "Plasma Purchased, Health is : " + GameData.instanceRef.Health + newLine + "Score: " + GameData.instanceRef.Score;
                }
                else
                {
                    displayText.text = "Insufficient Funds, your account has: " + GameData.instanceRef.Score;
                }

                break;

            default:
                displayText.text = "Your account balance is " + GameData.instanceRef.Score;

                break;
        }
    }
}