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  • Book Overview & Buying Unity Game Development Scripting
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Unity Game Development Scripting

Unity Game Development Scripting

By : D'Aoust
4.1 (7)
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Unity Game Development Scripting

Unity Game Development Scripting

4.1 (7)
By: D'Aoust

Overview of this book

The intuitive and powerful Unity game engine is one of the most widely used and best loved packages for game development. Unity scripting is an essential but challenging skill to master in order to create custom game elements. Learning modular scripting allows you to rewrite as little code as possible as you deploy your scripts to multiple projects and work easier, quicker, and more efficiently than before. In each chapter of this book, you'll learn how to script new game elements. Beginning with making custom controls for the keyboard and mouse, as well as the Xbox 360 Controller, you'll then get to grips with more complex systems such as inventory, data saving, and artificial intelligence. As you create these elements, you'll also learn how to make your scripts simpler and easy to use. This will allow drag-and-drop deployment, which is to be used by designers and nonprogrammers. Finally, you'll combine all of your newfound skills to create your own complete game project.
Table of Contents (12 chapters)
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11
Index

Creating the device detector

The first function we'll create is one that will detect whether we actually have a gamepad plugged in. Unity inherently gives us a way to make this very easy.

Adding the variables needed

First, we'll add variables that we'll use in the detection and identification functions. Add these to the top of your script, just after the class declaration:

bool isControllerConnected = false;
public string Controller = "";

This Boolean will be used in later functions to determine whether there is a gamepad connected. The string will be used to hold the name of the gamepad connected.

Creating the detection function

Our next step is to add the DetectController function. This will use the Boolean we created earlier and check whether there is a gamepad connected. Add the following code to your script:

void DetectController()
{
  try
  {
    if(Input.GetJoystickNames()[0] != null)
    {
      isControllerConnected = true;
      IdentifyController();
    }
  }
  catch
  {
    isControllerConnected = false;
  }
}

This function uses the GetJoystickNames function of the input, which gets and returns an array of strings, which consists of the names of the connected gamepads. We use this to set our Boolean to true or false; true meaning there's a device connected and false meaning that the game couldn't detect a device. The reason we use a try-catch expression is because if there is no gamepad connected Input.GetJoystickNames() will give you an IndexOutOfRangeException error.

Creating the identifier function

Our last step in creating the device detector will be to add the ability to identify the gamepad connected. Add this function to the script, just below the DetectController function:

void IdentifyController()
{
  Controller = Input.GetJoystickNames()[0];
}

As you can see, we are assigning the name of the gamepad connected to our Controller variable. To use this function, call it within the DetectController function, in the if statement, where we set isControllerConnected to true.

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