Creating E-Learning Games with Unity by David Horachek

By David Horachek

http://www.packtpub.com/creating-elearning-games-with-unity/book

increase a video game framework for a 3D eLearning game
software dynamic interactive actors and gadgets to populate your video game world
An easy-to-follow consultant in addition to an in depth resource code to help and consultant readers throughout the recommendations within the book

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Additional resources for Creating E-Learning Games with Unity

Sample text

The y height doesn't vary since the inventory is a horizontal row on screen, and the cell height and width don't vary since the cells are uniform by design. The texture will change, but we can use the cached value. So, we need to focus our attention on the x coordinate for a centered array of varying length. 7. It turns out that we can use this formula. The totalCellLength parameter is the amount of white space horizontally when all the cells are aligned on one side. If we subtract half of this, we get the starting coordinate that will be positioned half on the right and half on the left equally.

You have implemented an ObjectInteraction class that operates on the InteractiveObj class. Let's continue by implementing the InventoryItem class. Implementing the InventoryItem script The InventoryItem class is the base item container that the InventoryMgr collection is built from. It contains a reference to GameObject that has been inserted in the inventory (via the ObjectInteraction class). It also has a copy of the texture to display in the inventory as well as the number of objects that a particular InventoryItem represents, as shown in the following code: public Texture displayTexture; public GameObject item; public int quantity; [ 34 ] Chapter 2 Scripts that inherit from monobehavior can be fully manipulated by the Unity3D Editor; they can be attached to GameObjects, have the property values saved, among other things.

HandleInteraction() to insert an InteractiveObj in the inventory (when it is picked up). OnCloseEnough; 5. Based on the ObjectInteraction type specified in the interaction, the Add() method will behave in specialized ways, and a switch statement is used to select which specific behavior to use. Unique): { // slot into first available spot Insert(iObj); } break; 6. If the ObjectInteraction type is Accumulate, then InventoryMgr will insert this in the first slot that matches the CustomGameObject type on the interactive object.

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