You could create more if you wanted by copying one of those examples but with your own generic parameter type. There are also FloatVariable, BoolVariable, and StringVariable. Then in your Start or Awake method, you can subscribe to the Changed event (regular c# event) to get notified any time it changes, or assign a new value to its CurrentValue on it to update the value. Then in every class that you want to have access to the payers health you can expose an IntVariable property to the inspector, and assign your Playerhealth SO to it. You would create an IntVariable SO named something like PlayerHealth. Lets say you want to have a variable that contains your characters current HP. There is a whole Variables section in the example code I linked. You can either create the EventData new when you send the event, or if you want it to be designable you can expose a DataVariable on the object that is sending the event, and use that when you send the event.Īs far as get/set variables. You'll have to either know what dictionary keys to look for, or iterate all of them and react to what's there depending on how you are doing things. From there you can get your parameters out of the passed in DataVariable. Then in the script that you want to handle the event, you create a method that takes a DataVariable as an argument, drop a GameEventListener on the same game object, drop on your GameEvent SO, and wire up the Unity event to call your function. When you Invoke that event there is an overload that takes an EventData which is internally a dictionary you can use for the arguments of the event. What you would do is create a new SO of it for each different Event that you want to invoke. You shouldn't need to subclass GameEvent. Unity also automatically unloads the scriptable object once a scene no longer references that scriptable object. This is great for communicating information across scenes. Unlike a singleton, it's as simple as creating another scriptable object, if you want another reference. You can have as many references as you want. Public class BaseReference : ScriptableObject, ISerializationCallbackReceiver ", _val.gameObject) Īnd an example monobehaviour class that can set a reference in awake using UnityEngine If your singletons are clean single purpose classes that ideally don't store data (unless it is literally a data storage class) it is perfectly fine to use them. Where you run into trouble is where you start having a mix of persistent data and logic in the same class, and you have a bunch of different classes accessing and changing said data, and inevitably one class does something to the data another class was depending on and suddenly you're in singleton hell. I for example have a CheckLineOfSightServiceClass that is injected, but for practical purposes is basically a singleton/set of static functions, that takes in the relevant data from maps, does some math, and returns a result. Singletons get a bad rap because they're easily abused, but sometimes they're frankly the best way to do something (for technical reasons including testability something like Dependency Injection is sometimes preferred to a raw singleton, but if you're just doing something for fun don't worry about it). So instead of having a class that contains all the templates for items in a store you could use a ScriptableObject instead, but your store's logic would still be a separate class of some type, could be a singleton or not. ScriptableObjects are typically used as static data stores. Reddit Logo created by /u/big-ish from /r/redditlogos! Long series.ĬSS created by Sean O'Dowd, Maintained and updated by Louis Hong /u/loolo78 Favors theory over implementation but leaves source in video description. Normally part of a series.Īlmost entirely shader tutorials. Lots of graphics/shader programming tutorials in addition to "normal" C# tutorials. Using Version Control with Unit圓d (Mercurial) Related SubredditsĬoncise tutorials. Unity Game Engine Syllabus (Getting Started Guide)ĥ0 Tips and Best Practices for Unity (2016 Edition) Lots of professionals hang out there.įreeNode IRC Chatroom Helpful Unit圓D Links Use the chat room if you're new to Unity or have a quick question. Please refer to our Wiki before posting! And be sure to flair your post appropriately. Remember to check out /r/unity2D for any 2D specific questions and conversation! A User Showcase of the Unity Game Engine.
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