Practical Flashcards

1
Q

Implement a basic player character that can move and jump.

A
  1. Add RB to player object
  2. Add Ground Layer and assign the Layer to Ground object
  3. Write the Script below

𝐼𝐬𝐱𝐧𝐠 𝐔𝐧𝐱𝐭đČ𝐄𝐧𝐠𝐱𝐧𝐞;

đ©đźđ›đ„đąđœ đœđ„đšđŹđŹ đ“đžđŹđ­đ’đœđ«đąđ©đ­ : đŒđšđ§đšđđžđĄđšđŻđąđšđźđ«
{
đ©đźđ›đ„đąđœ đŸđ„đšđšđ­ đŹđ©đžđžđ = 𝟏𝟎𝐟;
đ©đźđ›đ„đąđœ đŸđ„đšđšđ­ đŁđźđŠđ©đ’đ©đžđžđ = 𝟏𝟎𝐟;
đ©đźđ›đ„đąđœ 𝐋𝐚đČđžđ«đŒđšđŹđ€ đ đ«đšđźđ§đđ‹đšđČđžđ«;
đ©đźđ›đ„đąđœ đ›đšđšđ„ đąđŹđŽđ§đ†đ«đšđźđ§đ = đ­đ«đźđž;

đ©đ«đąđŻđšđ­đž 𝐑𝐱𝐠𝐱𝐝𝐛𝐹𝐝đČ đ©đ„đšđČđžđ«đ‘đ;

đ©đ«đąđŻđšđ­đž 𝐯𝐹𝐱𝐝 đ€đ°đšđ€đž()
{
    đ©đ„đšđČđžđ«đ‘đ = đ†đžđ­đ‚đšđŠđ©đšđ§đžđ§đ­<𝐑𝐱𝐠𝐱𝐝𝐛𝐹𝐝đČ>();
}

// đ”đ©đđšđ­đž 𝐱𝐬 đœđšđ„đ„đžđ 𝐹𝐧𝐜𝐞 đ©đžđ« đŸđ«đšđŠđž
𝐯𝐹𝐱𝐝 đ”đ©đđšđ­đž()
{
    đąđŹđŽđ§đ†đ«đšđźđ§đ = 𝐏𝐡đČ𝐬𝐱𝐜𝐬.𝐑𝐚đČ𝐜𝐚𝐬𝐭(đ­đ«đšđ§đŹđŸđšđ«đŠ.đ©đšđŹđąđ­đąđšđ§, đ•đžđœđ­đšđ«đŸ‘.𝐝𝐹𝐰𝐧, 𝟏.𝟏𝐟, đ đ«đšđźđ§đđ‹đšđČđžđ«);
}

đ©đ«đąđŻđšđ­đž 𝐯𝐹𝐱𝐝 đ…đąđ±đžđđ”đ©đđšđ­đž()
{
    // 𝐆𝐞𝐭 đąđ§đ©đźđ­ đŸđ«đšđŠ 𝐛𝐹𝐭𝐡 đŻđžđ«đ­đąđœđšđ„ 𝐚𝐧𝐝 đĄđšđ«đąđłđšđ§đ­đšđ„ đšđ±đžđŹ
    đŸđ„đšđšđ­ đŻđžđ«đ­đąđœđšđ„đˆđ§đ©đźđ­ = đˆđ§đ©đźđ­.đ†đžđ­đ€đ±đąđŹ("đ•đžđ«đ­đąđœđšđ„");
    đŸđ„đšđšđ­ đĄđšđ«đąđłđšđ§đ­đšđ„đˆđ§đ©đźđ­ = đˆđ§đ©đźđ­.đ†đžđ­đ€đ±đąđŹ("đ‡đšđ«đąđłđšđ§đ­đšđ„");

    // đ‚đ«đžđšđ­đž 𝐚 𝐩𝐹𝐯𝐞𝐩𝐞𝐧𝐭 đŻđžđœđ­đšđ«
    đ•đžđœđ­đšđ«đŸ‘ 𝐩𝐹𝐯𝐞𝐩𝐞𝐧𝐭 = 𝐧𝐞𝐰 đ•đžđœđ­đšđ«đŸ‘(đĄđšđ«đąđłđšđ§đ­đšđ„đˆđ§đ©đźđ­, 𝟎, đŻđžđ«đ­đąđœđšđ„đˆđ§đ©đźđ­);

    đ©đ„đšđČđžđ«đ‘đ.𝐌𝐹𝐯𝐞𝐏𝐹𝐬𝐱𝐭𝐱𝐹𝐧(đ­đ«đšđ§đŹđŸđšđ«đŠ.đ©đšđŹđąđ­đąđšđ§ + 𝐩𝐹𝐯𝐞𝐩𝐞𝐧𝐭 * đŹđ©đžđžđ * 𝐓𝐱𝐩𝐞.đŸđąđ±đžđđƒđžđ„đ­đšđ“đąđŠđž);

    𝐱𝐟 (đˆđ§đ©đźđ­.𝐆𝐞𝐭𝐊𝐞đČ𝐃𝐹𝐰𝐧(𝐊𝐞đČ𝐂𝐹𝐝𝐞.đ’đ©đšđœđž) && đąđŹđŽđ§đ†đ«đšđźđ§đ)
    {
        đ©đ„đšđČđžđ«đ‘đ.đ€đđđ…đšđ«đœđž(đ•đžđœđ­đšđ«đŸ‘.đźđ© * đŁđźđŠđ©đ’đ©đžđžđ, đ…đšđ«đœđžđŒđšđđž.đˆđŠđ©đźđ„đŹđž);
        đąđŹđŽđ§đ†đ«đšđźđ§đ = đŸđšđ„đŹđž;
    }
} }
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2
Q

Create a simple scene with a moving cube controlled by user input.

A
  1. Create a 3D Cube object
  2. Attach the script and then write the code below:

𝐼𝐬𝐱𝐧𝐠 𝐔𝐧𝐱𝐭đČ𝐄𝐧𝐠𝐱𝐧𝐞;

đ©đźđ›đ„đąđœ đœđ„đšđŹđŹ đ“đžđŹđ­đ’đœđ«đąđ©đ­ : đŒđšđ§đšđđžđĄđšđŻđąđšđźđ«
{
đ©đźđ›đ„đąđœ đŸđ„đšđšđ­ đŹđ©đžđžđ = 𝟏𝟎𝐟;

// đ”đ©đđšđ­đž 𝐱𝐬 đœđšđ„đ„đžđ 𝐹𝐧𝐜𝐞 đ©đžđ« đŸđ«đšđŠđž
𝐯𝐹𝐱𝐝 đ”đ©đđšđ­đž()
{
    // 𝐆𝐞𝐭 đąđ§đ©đźđ­ đŸđ«đšđŠ 𝐛𝐹𝐭𝐡 đŻđžđ«đ­đąđœđšđ„ 𝐚𝐧𝐝 đĄđšđ«đąđłđšđ§đ­đšđ„ đšđ±đžđŹ
    đŸđ„đšđšđ­ đŻđžđ«đ­đąđœđšđ„đˆđ§đ©đźđ­ = đˆđ§đ©đźđ­.đ†đžđ­đ€đ±đąđŹ("đ•đžđ«đ­đąđœđšđ„");
    đŸđ„đšđšđ­ đĄđšđ«đąđłđšđ§đ­đšđ„đˆđ§đ©đźđ­ = đˆđ§đ©đźđ­.đ†đžđ­đ€đ±đąđŹ("đ‡đšđ«đąđłđšđ§đ­đšđ„");

    // đ‚đ«đžđšđ­đž 𝐚 𝐩𝐹𝐯𝐞𝐩𝐞𝐧𝐭 đŻđžđœđ­đšđ«
    đ•đžđœđ­đšđ«đŸ‘ 𝐩𝐹𝐯𝐞𝐩𝐞𝐧𝐭 = 𝐧𝐞𝐰 đ•đžđœđ­đšđ«đŸ‘(đĄđšđ«đąđłđšđ§đ­đšđ„đˆđ§đ©đźđ­, 𝟎, đŻđžđ«đ­đąđœđšđ„đˆđ§đ©đźđ­);

    // đđšđ«đŠđšđ„đąđłđž 𝐩𝐹𝐯𝐞𝐩𝐞𝐧𝐭 đŻđžđœđ­đšđ« 𝐭𝐹 𝐚𝐯𝐹𝐱𝐝 đŸđšđŹđ­đžđ« đđąđšđ đšđ§đšđ„ 𝐩𝐹𝐯𝐞𝐩𝐞𝐧𝐭 𝐚𝐧𝐝 đšđ©đ©đ„đČ đŹđ©đžđžđ 𝐚𝐧𝐝 đđžđ„đ­đšđ“đąđŠđž
    đ­đ«đšđ§đŹđŸđšđ«đŠ.đ©đšđŹđąđ­đąđšđ§ += 𝐩𝐹𝐯𝐞𝐩𝐞𝐧𝐭.đ§đšđ«đŠđšđ„đąđłđžđ * đŹđ©đžđžđ * 𝐓𝐱𝐩𝐞.đđžđ„đ­đšđ“đąđŠđž;
} }
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3
Q

Set up a health system where the player loses health on collision with an enemy.

A

𝐼𝐬𝐱𝐧𝐠 𝐔𝐧𝐱𝐭đČ𝐄𝐧𝐠𝐱𝐧𝐞;

đ©đźđ›đ„đąđœ đœđ„đšđŹđŹ đ“đžđŹđ­đ’đœđ«đąđ©đ­ : đŒđšđ§đšđđžđĄđšđŻđąđšđźđ«
{
đ©đźđ›đ„đąđœ 𝐱𝐧𝐭 đŠđšđ±đ‡đžđšđ„đ­đĄ = 𝟏𝟎𝟎;
đ©đźđ›đ„đąđœ 𝐱𝐧𝐭 đœđźđ«đ«đžđ§đ­đ‡đžđšđ„đ­đĄ;
đ©đźđ›đ„đąđœ 𝐱𝐧𝐭 𝐝𝐚𝐩𝐚𝐠𝐞 = 𝟏𝟎;

đ©đ«đąđŻđšđ­đž 𝐯𝐹𝐱𝐝 đ’đ­đšđ«đ­()
{
    đœđźđ«đ«đžđ§đ­đ‡đžđšđ„đ­đĄ = đŠđšđ±đ‡đžđšđ„đ­đĄ;
}

đ©đ«đąđŻđšđ­đž 𝐯𝐹𝐱𝐝 đŽđ§đ‚đšđ„đ„đąđŹđąđšđ§đ„đ§đ­đžđ«(đ‚đšđ„đ„đąđŹđąđšđ§ đšđ­đĄđžđ«)
{
    𝐱𝐟 (đšđ­đĄđžđ«.𝐠𝐚𝐩𝐞𝐎𝐛𝐣𝐞𝐜𝐭.đ‚đšđŠđ©đšđ«đžđ“đšđ ("𝐄𝐧𝐞𝐩đČ") && đœđźđ«đ«đžđ§đ­đ‡đžđšđ„đ­đĄ > 𝟎)
    {
        đœđźđ«đ«đžđ§đ­đ‡đžđšđ„đ­đĄ -= 𝐝𝐚𝐩𝐚𝐠𝐞;
        𝐃𝐞𝐛𝐼𝐠.𝐋𝐹𝐠("đđ„đšđČđžđ« đ‡đžđšđ„đ­đĄ: " + đœđźđ«đ«đžđ§đ­đ‡đžđšđ„đ­đĄ);

        𝐱𝐟 (đœđźđ«đ«đžđ§đ­đ‡đžđšđ„đ­đĄ <= 𝟎)
        {
            // đđ„đšđČ 𝐚𝐧𝐱𝐩𝐚𝐭𝐱𝐹𝐧 đšđ« đ©đžđ«đŸđšđ«đŠ 𝐚𝐧đČ 𝐚𝐜𝐭𝐱𝐹𝐧 𝐚𝐬 đ©đžđ« 𝐭𝐡𝐞 𝐠𝐚𝐩𝐞 đ«đžđȘđźđąđ«đžđŠđžđ§đ­.
            𝐃𝐱𝐞();
        }
    }
}

𝐯𝐹𝐱𝐝 𝐃𝐱𝐞()
{
    // đˆđŠđ©đ„đžđŠđžđ§đ­ đ©đ„đšđČđžđ« 𝐝𝐞𝐚𝐭𝐡 đ›đžđĄđšđŻđąđšđ« đĄđžđ«đž (𝐞.𝐠., đ«đžđŹđ©đšđ°đ§, 𝐠𝐚𝐩𝐞 đšđŻđžđ« đŹđœđ«đžđžđ§)
    𝐃𝐞𝐛𝐼𝐠.𝐋𝐹𝐠("đđ„đšđČđžđ« 𝐝𝐱𝐞𝐝!");
} }
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4
Q

Design a main menu with buttons to start the game, view options, and quit.

A

đžđ„đŹđž

  1. Create the Start, Options, and Quit Button
  2. Create Options related Image, Buttons, Text etc.
  3. Assign the Methods from the script below to respective Buttons:

𝐼𝐬𝐱𝐧𝐠 𝐔𝐧𝐱𝐭đČ𝐄𝐧𝐠𝐱𝐧𝐞;
𝐼𝐬𝐱𝐧𝐠 𝐔𝐧𝐱𝐭đČ𝐄𝐧𝐠𝐱𝐧𝐞.𝐔𝐈;
𝐼𝐬𝐱𝐧𝐠 𝐔𝐧𝐱𝐭đČ𝐄𝐧𝐠𝐱𝐧𝐞.𝐒𝐜𝐞𝐧𝐞𝐌𝐚𝐧𝐚𝐠𝐞𝐩𝐞𝐧𝐭;
𝐼𝐬𝐱𝐧𝐠 𝐔𝐧𝐱𝐭đČđ„đđąđ­đšđ«;

đ©đźđ›đ„đąđœ đœđ„đšđŹđŹ đ“đžđŹđ­đ’đœđ«đąđ©đ­ : đŒđšđ§đšđđžđĄđšđŻđąđšđźđ«
{
đ©đźđ›đ„đąđœ đ›đšđšđ„ đąđ§đŽđ©đ­đąđšđ§đŹđŒđžđ§đź = đŸđšđ„đŹđž;
đ©đźđ›đ„đąđœ 𝐯𝐹𝐱𝐝 đ’đ­đšđ«đ­đ†đšđŠđž()
{
đ’đœđžđ§đžđŒđšđ§đšđ đžđ«.𝐋𝐹𝐚𝐝𝐒𝐜𝐞𝐧𝐞(“𝐆𝐚𝐩𝐞 𝐒𝐜𝐞𝐧𝐞”);
}

đ©đźđ›đ„đąđœ 𝐯𝐹𝐱𝐝 đŽđ©đ­đąđšđ§đŹđŒđžđ§đź()
{
    𝐱𝐟 (!đąđ§đŽđ©đ­đąđšđ§đŹđŒđžđ§đź)
    {
        //đˆđŠđ©đ„đžđŠđžđ§đ­ 𝐌𝐞𝐧𝐼 đšđ©đ­đąđšđ§đŹ đĄđžđ«đž

        𝐃𝐞𝐛𝐼𝐠.𝐋𝐹𝐠("đŽđ©đ­đąđšđ§đŹ 𝐌𝐞𝐧𝐼 đŽđ©đžđ§đžđ");
        đąđ§đŽđ©đ­đąđšđ§đŹđŒđžđ§đź = đ­đ«đźđž;
    }
}

đ©đźđ›đ„đąđœ 𝐯𝐹𝐱𝐝 đ‚đ„đšđŹđžđŽđ©đ­đąđšđ§đŹđŒđžđ§đź()
{
    𝐱𝐟 (đąđ§đŽđ©đ­đąđšđ§đŹđŒđžđ§đź)
    {
        //đˆđŠđ©đ„đžđŠđžđ§đ­ 𝐐𝐼𝐱𝐭 𝐌𝐞𝐧𝐼 đšđ©đ­đąđšđ§đŹ 𝐟𝐼𝐧𝐜𝐭𝐱𝐹𝐧 đĄđžđ«đž

        𝐃𝐞𝐛𝐼𝐠.𝐋𝐹𝐠("đŽđ©đ­đąđšđ§đŹ 𝐌𝐞𝐧𝐼 đœđ„đšđŹđžđ");
        đąđ§đŽđ©đ­đąđšđ§đŹđŒđžđ§đź = đŸđšđ„đŹđž;
    }
}

đ©đźđ›đ„đąđœ 𝐯𝐹𝐱𝐝 𝐐𝐼𝐱𝐭𝐆𝐚𝐩𝐞()
{ #𝐱𝐟 𝐔𝐍𝐈𝐓𝐘_𝐄𝐃𝐈𝐓𝐎𝐑
    đ„đđąđ­đšđ«đ€đ©đ©đ„đąđœđšđ­đąđšđ§.đ„đ±đąđ­đđ„đšđČ𝐩𝐹𝐝𝐞();
    đ€đ©đ©đ„đąđœđšđ­đąđšđ§.𝐐𝐼𝐱𝐭();
} }
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5
Q

Implement a pause menu that pauses the game and resumes it.

A
  1. Create Pause and Resume Buttons
  2. Assign the methods from the script below to respective buttons

using UnityEngine;
using UnityEngine.UI;

public class TestScript : MonoBehaviour
{
public bool isGamePaused;
public void PauseGame()
{
if (!isGamePaused)
{
Time.timeScale = 0;
isGamePaused = true;
}
}

public void ResumeGame()
{
    if (isGamePaused)
    {
        Time.timeScale = 1;
        isGamePaused = false;
    }
} }
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6
Q

Create a collectable item that updates the player’s score when picked up.

A
  1. Add both Pause and Resume Buttons
  2. Assign respective methods from script below

𝐼𝐬𝐱𝐧𝐠 𝐔𝐧𝐱𝐭đČ𝐄𝐧𝐠𝐱𝐧𝐞;

đ©đźđ›đ„đąđœ đœđ„đšđŹđŹ đ“đžđŹđ­đ’đœđ«đąđ©đ­ : đŒđšđ§đšđđžđĄđšđŻđąđšđźđ«
{
đ©đźđ›đ„đąđœ 𝐱𝐧𝐭 đŹđœđšđ«đž;
đ©đźđ›đ„đąđœ 𝐱𝐧𝐭 đœđšđ„đ„đžđœđ­đąđ›đ„đžđđšđąđ§đ­đŹ = 𝟏𝟎;

đ©đ«đąđŻđšđ­đž 𝐯𝐹𝐱𝐝 đ’đ­đšđ«đ­()
{
    đŹđœđšđ«đž = 𝟎;
}
đ©đ«đąđŻđšđ­đž 𝐯𝐹𝐱𝐝 đŽđ§đ“đ«đąđ đ đžđ«đ„đ§đ­đžđ«(đ‚đšđ„đ„đąđđžđ« đšđ­đĄđžđ«)
{
    𝐱𝐟(đšđ­đĄđžđ«.𝐠𝐚𝐩𝐞𝐎𝐛𝐣𝐞𝐜𝐭.đ‚đšđŠđ©đšđ«đžđ“đšđ ("đ‚đšđ„đ„đžđœđ­đąđ›đ„đžđŹ"))
    {
        đŹđœđšđ«đž += đœđšđ„đ„đžđœđ­đąđ›đ„đžđđšđąđ§đ­đŹ;
        𝐃𝐞𝐛𝐼𝐠.𝐋𝐹𝐠("đ‚đšđ„đ„đžđœđ­đąđ›đ„đžđŹ 𝐎𝐛𝐭𝐚𝐱𝐧𝐞𝐝");
        đƒđžđŹđ­đ«đšđČ(đšđ­đĄđžđ«.𝐠𝐚𝐩𝐞𝐎𝐛𝐣𝐞𝐜𝐭);
    }
} }
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7
Q

Set up a basic first-person camera controller.

A
  1. Attach the script below to main camera
  2. Assign player object transform
  3. Use LateUpdate

Script:

𝐼𝐬𝐱𝐧𝐠 𝐔𝐧𝐱𝐭đČ𝐄𝐧𝐠𝐱𝐧𝐞;

đœđ„đšđŹđŹ đ“đžđŹđ­đ’đœđ«đąđ©đ­ : đŒđšđ§đšđđžđĄđšđŻđąđšđźđ«
{
đ©đźđ›đ„đąđœ đŸđ„đšđšđ­ 𝐩𝐹𝐼𝐬𝐞𝐒𝐞𝐧𝐬𝐱𝐭𝐱𝐯𝐱𝐭đČ = 𝟏𝟎𝟎𝐟;
đŸđ„đšđšđ­ đŻđžđ«đ­đąđœđšđ„đ‘đšđ­đšđ­đąđšđ§ = 𝟎𝐟;
đŸđ„đšđšđ­ đĄđšđ«đąđłđšđ§đ­đšđ„đ‘đšđ­đšđ­đąđšđ§ = 𝟎𝐟;
đ©đźđ›đ„đąđœ đ“đ«đšđ§đŹđŸđšđ«đŠ đ©đ„đšđČđžđ«đđšđđČ;

𝐯𝐹𝐱𝐝 đ‹đšđ­đžđ”đ©đđšđ­đž()
{
    đŸđ„đšđšđ­ 𝐩𝐹𝐼𝐬𝐞𝐗 = đˆđ§đ©đźđ­.đ†đžđ­đ€đ±đąđŹ("𝐌𝐹𝐼𝐬𝐞 𝐗") * 𝐩𝐹𝐼𝐬𝐞𝐒𝐞𝐧𝐬𝐱𝐭𝐱𝐯𝐱𝐭đČ * 𝐓𝐱𝐩𝐞.đđžđ„đ­đšđ“đąđŠđž;
    đŸđ„đšđšđ­ 𝐩𝐹𝐼𝐬𝐞𝐘 = đˆđ§đ©đźđ­.đ†đžđ­đ€đ±đąđŹ("𝐌𝐹𝐼𝐬𝐞 𝐘") * 𝐩𝐹𝐼𝐬𝐞𝐒𝐞𝐧𝐬𝐱𝐭𝐱𝐯𝐱𝐭đČ * 𝐓𝐱𝐩𝐞.đđžđ„đ­đšđ“đąđŠđž;

    đŻđžđ«đ­đąđœđšđ„đ‘đšđ­đšđ­đąđšđ§ -= 𝐩𝐹𝐼𝐬𝐞𝐘;
    đŻđžđ«đ­đąđœđšđ„đ‘đšđ­đšđ­đąđšđ§ = 𝐌𝐚𝐭𝐡𝐟.đ‚đ„đšđŠđ©(đŻđžđ«đ­đąđœđšđ„đ‘đšđ­đšđ­đąđšđ§, -𝟗𝟎𝐟, 𝟗𝟎𝐟);

    // 𝐑𝐹𝐭𝐚𝐭𝐞 𝐭𝐡𝐞 đœđšđŠđžđ«đš đŻđžđ«đ­đąđœđšđ„đ„đČ
    đ­đ«đšđ§đŹđŸđšđ«đŠ.đ„đšđœđšđ„đ‘đšđ­đšđ­đąđšđ§ = đđźđšđ­đžđ«đ§đąđšđ§.đ„đźđ„đžđ«(đŻđžđ«đ­đąđœđšđ„đ‘đšđ­đšđ­đąđšđ§, 𝟎𝐟, 𝟎𝐟);

    đĄđšđ«đąđłđšđ§đ­đšđ„đ‘đšđ­đšđ­đąđšđ§ += 𝐩𝐹𝐼𝐬𝐞𝐗;

    // 𝐑𝐹𝐭𝐚𝐭𝐞 𝐭𝐡𝐞 đ©đ„đšđČđžđ« 𝐛𝐹𝐝đČ đĄđšđ«đąđłđšđ§đ­đšđ„đ„đČ
    đ©đ„đšđČđžđ«đđšđđČ.đ„đšđœđšđ„đ‘đšđ­đšđ­đąđšđ§ = đđźđšđ­đžđ«đ§đąđšđ§.đ„đźđ„đžđ«(𝟎𝐟, đĄđšđ«đąđłđšđ§đ­đšđ„đ‘đšđ­đšđ­đąđšđ§, 𝟎𝐟);

} }
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8
Q

Create Player Health Bar UI that decreases as player takes damage

A
  1. Add Player Health UI Background Image
  2. Health Filler Image
  3. Slider to the Filler
  4. Attach the HealthBar/Preferred name script to the HealthBar UI Object and then reference to the Slider
  5. HealthBar Script below:

𝐼𝐬𝐱𝐧𝐠 𝐔𝐧𝐱𝐭đČ𝐄𝐧𝐠𝐱𝐧𝐞;
𝐼𝐬𝐱𝐧𝐠 𝐔𝐧𝐱𝐭đČ𝐄𝐧𝐠𝐱𝐧𝐞.𝐔𝐈;

đ©đźđ›đ„đąđœ đœđ„đšđŹđŹ đ‡đžđšđ„đ­đĄđđšđ« : đŒđšđ§đšđđžđĄđšđŻđąđšđźđ«
{
đ©đźđ›đ„đąđœ đ’đ„đąđđžđ« đĄđžđšđ„đ­đĄđ’đ„đąđđžđ«;
đ©đźđ›đ„đąđœ 𝐈𝐩𝐚𝐠𝐞 đĄđžđšđ„đ­đĄđ…đąđ„đ„đžđ«;

đ©đźđ›đ„đąđœ 𝐯𝐹𝐱𝐝 đŒđšđ±đ‡đžđšđ„đ­đĄ(𝐱𝐧𝐭 đĄđžđšđ„đ­đĄ)
{
    đĄđžđšđ„đ­đĄđ’đ„đąđđžđ«.đŠđšđ±đ•đšđ„đźđž = đĄđžđšđ„đ­đĄ;
    đĄđžđšđ„đ­đĄđ’đ„đąđđžđ«.đŻđšđ„đźđž = đĄđžđšđ„đ­đĄ;
}

đ©đźđ›đ„đąđœ 𝐯𝐹𝐱𝐝 đ‚đźđ«đ«đžđ§đ­đ‡đžđšđ„đ­đĄ(𝐱𝐧𝐭 đĄđžđšđ„đ­đĄ)
{
    đĄđžđšđ„đ­đĄđ’đ„đąđđžđ«.đŻđšđ„đźđž = đĄđžđšđ„đ­đĄ;
} }

Assign these values in PlayerScript:

đ©đ«đąđŻđšđ­đž 𝐯𝐹𝐱𝐝 đŽđ§đ‚đšđ„đ„đąđŹđąđšđ§đ„đ§đ­đžđ«(đ‚đšđ„đ„đąđŹđąđšđ§ đšđ­đĄđžđ«)
{
𝐱𝐟 (đšđ­đĄđžđ«.𝐠𝐚𝐩𝐞𝐎𝐛𝐣𝐞𝐜𝐭.đ‚đšđŠđ©đšđ«đžđ“đšđ (“𝐄𝐧𝐞𝐩đČ”) && đœđźđ«đ«đžđ§đ­đ‡đžđšđ„đ­đĄ > 𝟎)
{
// đ€đ©đ©đ„đČ 𝐝𝐚𝐩𝐚𝐠𝐞 𝐭𝐹 𝐭𝐡𝐞 đ©đ„đšđČđžđ«
đœđźđ«đ«đžđ§đ­đ‡đžđšđ„đ­đĄ -= 𝐞𝐧𝐞𝐩đČ.đđšđŠđšđ đžđđžđ«đ‡đąđ­;
đĄđžđšđ„đ­đĄđđšđ«.đ’đžđ­đ‡đžđšđ„đ­đĄ(đœđźđ«đ«đžđ§đ­đ‡đžđšđ„đ­đĄ);

         // đŽđ©đ­đąđšđ§đšđ„đ„đČ, đ©đ«đšđŻđąđđž đŻđąđŹđźđšđ„ đŸđžđžđđ›đšđœđ€ đĄđžđ«đž            
    }
}
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9
Q

Implement a simple enemy AI that patrols an area.

A
  1. Create Enemy object, attach EnemyAI script to it
  2. Create PatrolPoints (Empty game objects) and place them for patrolling path
  3. Assign PatrolPoints Transform to the EnemyAI script Array
  4. Refer the Script below for simple Enemy AI that patrols an area

𝐼𝐬𝐱𝐧𝐠 𝐔𝐧𝐱𝐭đČ𝐄𝐧𝐠𝐱𝐧𝐞;

đœđ„đšđŹđŹ đ“đžđŹđ­đ’đœđ«đąđ©đ­ : đŒđšđ§đšđđžđĄđšđŻđąđšđźđ«
{
đ©đźđ›đ„đąđœ đ“đ«đšđ§đŹđŸđšđ«đŠ[] đ©đšđ­đ«đšđ„đđšđąđ§đ­đŹ;
đ©đźđ›đ„đąđœ đŸđ„đšđšđ­ đŠđšđŻđžđ’đ©đžđžđ = 𝟑𝐟;

đ©đ«đąđŻđšđ­đž 𝐱𝐧𝐭 đœđźđ«đ«đžđ§đ­đđšđ­đ«đšđ„đˆđ§đđžđ± = 𝟎;

𝐯𝐹𝐱𝐝 đ’đ­đšđ«đ­()
{
    // đˆđ§đąđ­đąđšđ„đąđłđž 𝐞𝐧𝐞𝐩đČ đ©đšđ­đ«đšđ„
    𝐱𝐟 (đ©đšđ­đ«đšđ„đđšđąđ§đ­đŹ.𝐋𝐞𝐧𝐠𝐭𝐡 > 𝟎)
    {
        đ­đ«đšđ§đŹđŸđšđ«đŠ.đ©đšđŹđąđ­đąđšđ§ = đ©đšđ­đ«đšđ„đđšđąđ§đ­đŹ[𝟎].đ©đšđŹđąđ­đąđšđ§;
    }
}

𝐯𝐹𝐱𝐝 đ”đ©đđšđ­đž()
{
    đđšđ­đ«đšđ„();
}

𝐯𝐹𝐱𝐝 đđšđ­đ«đšđ„()
{
    𝐱𝐟 (đ©đšđ­đ«đšđ„đđšđąđ§đ­đŹ.𝐋𝐞𝐧𝐠𝐭𝐡 == 𝟎)
        đ«đžđ­đźđ«đ§;

    // 𝐌𝐹𝐯𝐞 đ­đšđ°đšđ«đđŹ đœđźđ«đ«đžđ§đ­ đ©đšđ­đ«đšđ„ đ©đšđąđ§đ­
    đ•đžđœđ­đšđ«đŸ‘ đ­đšđ«đ đžđ­đđšđŹđąđ­đąđšđ§ = đ©đšđ­đ«đšđ„đđšđąđ§đ­đŹ[đœđźđ«đ«đžđ§đ­đđšđ­đ«đšđ„đˆđ§đđžđ±].đ©đšđŹđąđ­đąđšđ§;
    đ­đ«đšđ§đŹđŸđšđ«đŠ.đ©đšđŹđąđ­đąđšđ§ = đ•đžđœđ­đšđ«đŸ‘.đŒđšđŻđžđ“đšđ°đšđ«đđŹ(đ­đ«đšđ§đŹđŸđšđ«đŠ.đ©đšđŹđąđ­đąđšđ§, đ­đšđ«đ đžđ­đđšđŹđąđ­đąđšđ§, đŠđšđŻđžđ’đ©đžđžđ * 𝐓𝐱𝐩𝐞.đđžđ„đ­đšđ“đąđŠđž);

    // đ‚đĄđžđœđ€ 𝐱𝐟 𝐭𝐡𝐞 𝐞𝐧𝐞𝐩đČ 𝐡𝐚𝐬 đ«đžđšđœđĄđžđ 𝐭𝐡𝐞 đ©đšđ­đ«đšđ„ đ©đšđąđ§đ­
    𝐱𝐟 (đ•đžđœđ­đšđ«đŸ‘.𝐃𝐱𝐬𝐭𝐚𝐧𝐜𝐞(đ­đ«đšđ§đŹđŸđšđ«đŠ.đ©đšđŹđąđ­đąđšđ§, đ­đšđ«đ đžđ­đđšđŹđąđ­đąđšđ§) < 𝟎.𝟏𝐟)
    {
        // 𝐒𝐰𝐱𝐭𝐜𝐡 𝐭𝐹 𝐭𝐡𝐞 đ§đžđ±đ­ đ©đšđ­đ«đšđ„ đ©đšđąđ§đ­
        đœđźđ«đ«đžđ§đ­đđšđ­đ«đšđ„đˆđ§đđžđ± = (đœđźđ«đ«đžđ§đ­đđšđ­đ«đšđ„đˆđ§đđžđ± + 𝟏) % đ©đšđ­đ«đšđ„đđšđąđ§đ­đŹ.𝐋𝐞𝐧𝐠𝐭𝐡;
    }

    // 𝐑𝐹𝐭𝐚𝐭𝐞 đ­đšđ°đšđ«đđŹ đ©đšđ­đ«đšđ„ đ©đšđąđ§đ­ (đšđ©đ­đąđšđ§đšđ„, đŸđšđ« 𝐟𝐚𝐜𝐱𝐧𝐠 đđąđ«đžđœđ­đąđšđ§)
    // đ•đžđœđ­đšđ«đŸ‘ đ„đšđšđ€đƒđąđ«đžđœđ­đąđšđ§ = (đ­đšđ«đ đžđ­đđšđŹđąđ­đąđšđ§ - đ­đ«đšđ§đŹđŸđšđ«đŠ.đ©đšđŹđąđ­đąđšđ§).đ§đšđ«đŠđšđ„đąđłđžđ;
    // đ­đ«đšđ§đŹđŸđšđ«đŠ.đ«đšđ­đšđ­đąđšđ§ = đđźđšđ­đžđ«đ§đąđšđ§.đ‹đšđšđ€đ‘đšđ­đšđ­đąđšđ§(đ„đšđšđ€đƒđąđ«đžđœđ­đąđšđ§);
} }
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10
Q

Create a 2D platformer character that can run, jump, and collect coins.

A
  1. Create and Arrange Ground, and Coin Sprites in the Editor
  2. Add respective colliders for detection
  3. Add player Character
  4. Add Collider and RB
  5. Add script below:

𝐼𝐬𝐱𝐧𝐠 𝐔𝐧𝐱𝐭đČ𝐄𝐧𝐠𝐱𝐧𝐞;

đ©đźđ›đ„đąđœ đœđ„đšđŹđŹ 𝐓𝐞𝐬𝐭 : đŒđšđ§đšđđžđĄđšđŻđąđšđźđ«
{
đ©đźđ›đ„đąđœ đŸđ„đšđšđ­ đŹđ©đžđžđ = 𝟓𝐟;
đ©đźđ›đ„đąđœ đŸđ„đšđšđ­ đŁđźđŠđ©đ…đšđ«đœđž = 𝟓𝐟;
đ©đ«đąđŻđšđ­đž 𝐑𝐱𝐠𝐱𝐝𝐛𝐹𝐝đČ𝟐𝐃 đ©đ„đšđČđžđ«đ‘đ›;
đ©đźđ›đ„đąđœ đ›đšđšđ„ đąđŹđŽđ§đ†đ«đšđźđ§đ;

đ©đ«đąđŻđšđ­đž 𝐯𝐹𝐱𝐝 đ€đ°đšđ€đž()
{
    đ©đ„đšđČđžđ«đ‘đ› = đ†đžđ­đ‚đšđŠđ©đšđ§đžđ§đ­<𝐑𝐱𝐠𝐱𝐝𝐛𝐹𝐝đČ𝟐𝐃>();
}

𝐯𝐹𝐱𝐝 đ…đąđ±đžđđ”đ©đđšđ­đž()
{
    đŸđ„đšđšđ­ đŠđšđŻđžđˆđ§đ©đźđ­ = đˆđ§đ©đźđ­.đ†đžđ­đ€đ±đąđŹ("đ‡đšđ«đąđłđšđ§đ­đšđ„");

    đ©đ„đšđČđžđ«đ‘đ›.đŻđžđ„đšđœđąđ­đČ = 𝐧𝐞𝐰 đ•đžđœđ­đšđ«đŸ(đŠđšđŻđžđˆđ§đ©đźđ­ * đŹđ©đžđžđ, đ©đ„đšđČđžđ«đ‘đ›.đŻđžđ„đšđœđąđ­đČ.đČ);

    𝐱𝐟 (đˆđ§đ©đźđ­.𝐆𝐞𝐭𝐊𝐞đČ𝐃𝐹𝐰𝐧(𝐊𝐞đČ𝐂𝐹𝐝𝐞.đ’đ©đšđœđž))
    {
        đ©đ„đšđČđžđ«đ‘đ›.đŻđžđ„đšđœđąđ­đČ = 𝐧𝐞𝐰 đ•đžđœđ­đšđ«đŸ(đ©đ„đšđČđžđ«đ‘đ›.đŻđžđ„đšđœđąđ­đČ.đ±, đŁđźđŠđ©đ…đšđ«đœđž);
    }
}

đ©đ«đąđŻđšđ­đž 𝐯𝐹𝐱𝐝 đŽđ§đ‚đšđ„đ„đąđŹđąđšđ§đ„đ§đ­đžđ«đŸđƒ(đ‚đšđ„đ„đąđŹđąđšđ§đŸđƒ đšđ­đĄđžđ«)
{
    𝐱𝐟 (đšđ­đĄđžđ«.𝐠𝐚𝐩𝐞𝐎𝐛𝐣𝐞𝐜𝐭.đ‚đšđŠđ©đšđ«đžđ“đšđ ("đ†đ«đšđźđ§đ"))
    {
        đąđŹđŽđ§đ†đ«đšđźđ§đ = đ­đ«đźđž;
    }
}

đ©đ«đąđŻđšđ­đž 𝐯𝐹𝐱𝐝 đŽđ§đ‚đšđ„đ„đąđŹđąđšđ§đ„đ±đąđ­đŸđƒ(đ‚đšđ„đ„đąđŹđąđšđ§đŸđƒ đšđ­đĄđžđ«)
{
    𝐱𝐟 (đšđ­đĄđžđ«.𝐠𝐚𝐩𝐞𝐎𝐛𝐣𝐞𝐜𝐭.đ‚đšđŠđ©đšđ«đžđ“đšđ ("đ†đ«đšđźđ§đ"))
    {
        đąđŹđŽđ§đ†đ«đšđźđ§đ = đŸđšđ„đŹđž;
    }
}

đ©đ«đąđŻđšđ­đž 𝐯𝐹𝐱𝐝 đŽđ§đ“đ«đąđ đ đžđ«đ„đ§đ­đžđ«đŸđƒ(đ‚đšđ„đ„đąđđžđ«đŸđƒ đšđ­đĄđžđ«)
{
    𝐱𝐟 (đšđ­đĄđžđ«.𝐠𝐚𝐩𝐞𝐎𝐛𝐣𝐞𝐜𝐭.đ‚đšđŠđ©đšđ«đžđ“đšđ ("𝐂𝐹𝐱𝐧"))
    {
        𝐃𝐞𝐛𝐼𝐠.𝐋𝐹𝐠("𝐂𝐹𝐱𝐧 đ‚đšđ„đ„đžđœđ­đžđ");
        đƒđžđŹđ­đ«đšđČ(đšđ­đĄđžđ«.𝐠𝐚𝐩𝐞𝐎𝐛𝐣𝐞𝐜𝐭);
    }
} }
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11
Q

Design a basic puzzle where the player must move objects to open a door.

A
  1. Have the player, object to move, and door Set
  2. Attach a script to movable object to detect collision with specified position(test)
  3. Open the Door upon movable object collision with specified position object
  4. Use scripts below:

𝐼𝐬𝐱𝐧𝐠 𝐔𝐧𝐱𝐭đČ𝐄𝐧𝐠𝐱𝐧𝐞;

đœđ„đšđŹđŹ đđ„đšđČđžđ«: đŒđšđ§đšđđžđĄđšđŻđąđšđźđ«
{
đ©đźđ›đ„đąđœ đŸđ„đšđšđ­ đŹđ©đžđžđ = 𝟏𝟎𝐟;

đ©đ«đąđŻđšđ­đž 𝐯𝐹𝐱𝐝 đ”đ©đđšđ­đž()
{
    đŸđ„đšđšđ­ đŻđžđ«đ­đąđœđšđ„đˆđ§đ©đźđ­ = đˆđ§đ©đźđ­.đ†đžđ­đ€đ±đąđŹ("đ•đžđ«đ­đąđœđšđ„");
    đŸđ„đšđšđ­ đĄđšđ«đąđłđšđ§đ­đšđ„đˆđ§đ©đźđ­ = đˆđ§đ©đźđ­.đ†đžđ­đ€đ±đąđŹ("đ‡đšđ«đąđłđšđ§đ­đšđ„");

    đ•đžđœđ­đšđ«đŸ‘ 𝐩𝐹𝐯𝐞𝐩𝐞𝐧𝐭 = 𝐧𝐞𝐰 đ•đžđœđ­đšđ«đŸ‘(đĄđšđ«đąđłđšđ§đ­đšđ„đˆđ§đ©đźđ­, 𝟎, đŻđžđ«đ­đąđœđšđ„đˆđ§đ©đźđ­);

    đ­đ«đšđ§đŹđŸđšđ«đŠ.đ©đšđŹđąđ­đąđšđ§ += 𝐩𝐹𝐯𝐞𝐩𝐞𝐧𝐭 * đŹđ©đžđžđ * 𝐓𝐱𝐩𝐞.đđžđ„đ­đšđ“đąđŠđž;
} } ---------------------------------- 𝐼𝐬𝐱𝐧𝐠 𝐔𝐧𝐱𝐭đČ𝐄𝐧𝐠𝐱𝐧𝐞;

đ©đźđ›đ„đąđœ đœđ„đšđŹđŹ đƒđšđšđ«đŽđ©đžđ§đđšđąđ§đ­: đŒđšđ§đšđđžđĄđšđŻđąđšđźđ«
{
đ©đźđ›đ„đąđœ đŸđ„đšđšđ­ đŹđ©đžđžđ = 𝟏𝟎𝐟;

đ©đ«đąđŻđšđ­đž 𝐯𝐹𝐱𝐝 đŽđ§đ‚đšđ„đ„đąđŹđąđšđ§đ„đ§đ­đžđ«(đ‚đšđ„đ„đąđŹđąđšđ§ đšđ­đĄđžđ«)
{
    𝐱𝐟 (đšđ­đĄđžđ«.𝐠𝐚𝐩𝐞𝐎𝐛𝐣𝐞𝐜𝐭.𝐧𝐚𝐩𝐞 == "đ‚đšđ©đŹđźđ„đž")
    {
        𝐃𝐞𝐛𝐼𝐠.𝐋𝐹𝐠("đ‚đšđ„đ„đąđđžđ 𝐰𝐱𝐭𝐡 𝐐𝐼𝐚𝐝, đƒđšđšđ« 𝐱𝐬 đŽđ©đžđ§");

        //𝐓𝐞𝐬𝐭𝐅𝐼𝐧𝐜𝐭𝐱𝐹𝐧
        đ­đ«đšđ§đŹđŸđšđ«đŠ.đ©đšđŹđąđ­đąđšđ§ += đ•đžđœđ­đšđ«đŸ‘.đ«đąđ đĄđ­ * đŹđ©đžđžđ;

        //đˆđŠđ©đ„đžđŠđžđ§đ­đƒđšđšđ«đŽđ©đžđ§đ…đźđ§đœđ­đąđšđ§
    }
} }
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12
Q

Create a simple timer that counts down and displays the time remaining.

A
  1. Add a TextMeshPro Text, position it
  2. Assign the script to a Manager object

Script:

𝐼𝐬𝐱𝐧𝐠 đ“đŒđđ«đš;
𝐼𝐬𝐱𝐧𝐠 𝐔𝐧𝐱𝐭đČ𝐄𝐧𝐠𝐱𝐧𝐞;

đ©đźđ›đ„đąđœ đœđ„đšđŹđŹ đ“đžđŹđ­đŒđšđ§đšđ đžđ«: đŒđšđ§đšđđžđĄđšđŻđąđšđźđ«

{
đ©đźđ›đ„đąđœ 𝐓𝐌𝐏_đ“đžđ±đ­ đ­đąđŠđžđ«đ“đžđ±đ­;
đ©đźđ›đ„đąđœ đŸđ„đšđšđ­ đ­đąđŠđžđ« = 𝟏𝟎𝐟;
đ©đźđ›đ„đąđœ đ›đšđšđ„ đąđŹđ“đąđŠđžđŽđŻđžđ«;

đ©đ«đąđŻđšđ­đž 𝐯𝐹𝐱𝐝 đ’đ­đšđ«đ­()
{
    𝐱𝐟 (đ­đąđŠđžđ«đ“đžđ±đ­ == đ§đźđ„đ„)
    {
        𝐃𝐞𝐛𝐼𝐠.đ‹đšđ đ„đ«đ«đšđ«("đ“đžđ±đ­ đœđšđŠđ©đšđ§đžđ§đ­ 𝐧𝐹𝐭 𝐚𝐬𝐬𝐱𝐠𝐧𝐞𝐝!");
    }
}

đ©đ«đąđŻđšđ­đž 𝐯𝐹𝐱𝐝 đ”đ©đđšđ­đž()
{
    𝐱𝐟 (đ­đąđŠđžđ« > 𝟎)
    {
        đąđŹđ“đąđŠđžđŽđŻđžđ« = đŸđšđ„đŹđž;
        đ­đąđŠđžđ« -= 𝐓𝐱𝐩𝐞.đđžđ„đ­đšđ“đąđŠđž;
        đ”đ©đđšđ­đžđ“đąđŠđžđ«();
    }

    đžđ„đŹđž 𝐱𝐟 (đ­đąđŠđžđ« <= 𝟎)
    {
        đąđŹđ“đąđŠđžđŽđŻđžđ« = đ­đ«đźđž;
        đ­đąđŠđžđ« = 𝟎;
        đ”đ©đđšđ­đžđ“đąđŠđžđ«();
    }
}

𝐯𝐹𝐱𝐝 đ”đ©đđšđ­đžđ“đąđŠđžđ«()
{
    𝐱𝐧𝐭 𝐬𝐞𝐜𝐹𝐧𝐝𝐬 = 𝐌𝐚𝐭𝐡𝐟.đ…đ„đšđšđ«đ“đšđˆđ§đ­(đ­đąđŠđžđ«);
    đ­đąđŠđžđ«đ“đžđ±đ­.đ­đžđ±đ­ = 𝐬𝐞𝐜𝐹𝐧𝐝𝐬.đ“đšđ’đ­đ«đąđ§đ ("𝟎𝟎");
} }
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13
Q

Implement a basic shooting mechanic where the player can fire projectiles.

A
  1. Make a Bullet prefab and attach a script to move forward
  2. Implement the Instantiate bullet in player script upon pressing space key

Scripts:

𝐼𝐬𝐱𝐧𝐠 𝐔𝐧𝐱𝐭đČ𝐄𝐧𝐠𝐱𝐧𝐞;

đœđ„đšđŹđŹ đđ„đšđČđžđ«đ’đœđ«đąđ©đ­: đŒđšđ§đšđđžđĄđšđŻđąđšđźđ«
{
đ©đźđ›đ„đąđœ 𝐆𝐚𝐩𝐞𝐎𝐛𝐣𝐞𝐜𝐭 đ›đźđ„đ„đžđ­;
đ©đ«đąđŻđšđ­đž 𝐯𝐹𝐱𝐝 đ”đ©đđšđ­đž()
{
𝐱𝐟 (đˆđ§đ©đźđ­.𝐆𝐞𝐭𝐊𝐞đČ𝐃𝐹𝐰𝐧(𝐊𝐞đČ𝐂𝐹𝐝𝐞.đ’đ©đšđœđž))
{
𝐈𝐧𝐬𝐭𝐚𝐧𝐭𝐱𝐚𝐭𝐞(đ›đźđ„đ„đžđ­, đ­đ«đšđ§đŹđŸđšđ«đŠ.đ©đšđŹđąđ­đąđšđ§, đ­đ«đšđ§đŹđŸđšđ«đŠ.đ«đšđ­đšđ­đąđšđ§);
}
}
}
——————————————————–
𝐼𝐬𝐱𝐧𝐠 𝐔𝐧𝐱𝐭đČ𝐄𝐧𝐠𝐱𝐧𝐞;

đ©đźđ›đ„đąđœ đœđ„đšđŹđŹ đđźđ„đ„đžđ­đ’đœđ«đąđ©đ­: đŒđšđ§đšđđžđĄđšđŻđąđšđźđ«

{
đ©đźđ›đ„đąđœ đŸđ„đšđšđ­ đŹđ©đžđžđ = 𝟏𝟎𝐟;

đ©đ«đąđŻđšđ­đž 𝐯𝐹𝐱𝐝 đ”đ©đđšđ­đž()
{
    đ­đ«đšđ§đŹđŸđšđ«đŠ.đ“đ«đšđ§đŹđ„đšđ­đž(đ•đžđœđ­đšđ«đŸ‘.đŸđšđ«đ°đšđ«đ * đŹđ©đžđžđ * 𝐓𝐱𝐩𝐞.đđžđ„đ­đšđ“đąđŠđž);
} }
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14
Q

Create a UI that displays the player’s health and score.

A
  1. Create PlayerHealth Script and attach it to PlayerHealth UI that has Slider
  2. Take reference to the PlayerHealth Script to display Player Health
  3. Take reference to Score Text and reference in Player script to update score

Script:

𝐼𝐬𝐱𝐧𝐠 𝐔𝐧𝐱𝐭đČ𝐄𝐧𝐠𝐱𝐧𝐞;
𝐼𝐬𝐱𝐧𝐠 𝐔𝐧𝐱𝐭đČ𝐄𝐧𝐠𝐱𝐧𝐞.𝐔𝐈;

đ©đźđ›đ„đąđœ đœđ„đšđŹđŹ đđ„đšđČđžđ«đ‡đžđšđ„đ­đĄ: đŒđšđ§đšđđžđĄđšđŻđąđšđźđ«
{
đ©đźđ›đ„đąđœ đ’đ„đąđđžđ« đĄđžđšđ„đ­đĄđ’đ„đąđđžđ«;
đ©đźđ›đ„đąđœ 𝐈𝐩𝐚𝐠𝐞 đĄđžđšđ„đ­đĄđ…đąđ„đ„đžđ«;

đ©đźđ›đ„đąđœ 𝐯𝐹𝐱𝐝 đŒđšđ±đ‡đžđšđ„đ­đĄ(𝐱𝐧𝐭 đĄđžđšđ„đ­đĄ)
{
    đĄđžđšđ„đ­đĄđ’đ„đąđđžđ«.đŠđšđ±đ•đšđ„đźđž = đĄđžđšđ„đ­đĄ;
    đĄđžđšđ„đ­đĄđ’đ„đąđđžđ«.đŻđšđ„đźđž = đĄđžđšđ„đ­đĄ;
}

đ©đźđ›đ„đąđœ 𝐯𝐹𝐱𝐝 đ‚đźđ«đ«đžđ§đ­đ‡đžđšđ„đ­đĄ(𝐱𝐧𝐭 đĄđžđšđ„đ­đĄ)
{
    đĄđžđšđ„đ­đĄđ’đ„đąđđžđ«.đŻđšđ„đźđž = đĄđžđšđ„đ­đĄ;
} }

𝐼𝐬𝐱𝐧𝐠 đ“đŒđđ«đš;
𝐼𝐬𝐱𝐧𝐠 𝐔𝐧𝐱𝐭đČ𝐄𝐧𝐠𝐱𝐧𝐞;

đœđ„đšđŹđŹ đđ„đšđČđžđ«đ’đœđ«đąđ©đ­: đŒđšđ§đšđđžđĄđšđŻđąđšđźđ«
{
đ©đźđ›đ„đąđœ 𝐆𝐚𝐩𝐞𝐎𝐛𝐣𝐞𝐜𝐭 đ›đźđ„đ„đžđ­;
đ©đźđ›đ„đąđœ 𝐱𝐧𝐭 đŠđšđ±đ‡đžđšđ„đ­đĄ = 𝟏𝟎𝟎;
đ©đźđ›đ„đąđœ 𝐱𝐧𝐭 đœđźđ«đ«đžđ§đ­đ‡đžđšđ„đ­đĄ;
đ©đźđ›đ„đąđœ 𝐓𝐞𝐬𝐭𝟐 đ­đžđŹđ­đŸđ’đœđ«đąđ©đ­;
đ©đźđ›đ„đąđœ 𝐱𝐧𝐭 đŹđœđšđ«đž;
đ©đźđ›đ„đąđœ 𝐓𝐌𝐏_đ“đžđ±đ­ đŹđœđšđ«đžđ“đžđ±đ­;

đ©đ«đąđŻđšđ­đž 𝐯𝐹𝐱𝐝 đ’đ­đšđ«đ­()
{
    đœđźđ«đ«đžđ§đ­đ‡đžđšđ„đ­đĄ = đŠđšđ±đ‡đžđšđ„đ­đĄ;
    đ­đžđŹđ­đŸđ’đœđ«đąđ©đ­.đŒđšđ±đ‡đžđšđ„đ­đĄ(đœđźđ«đ«đžđ§đ­đ‡đžđšđ„đ­đĄ);
    đŹđœđšđ«đž = 𝟎;
    đŹđœđšđ«đžđ“đžđ±đ­.đ­đžđ±đ­ = "đ’đœđšđ«đž: " + đŹđœđšđ«đž;
}
đ©đ«đąđŻđšđ­đž 𝐯𝐹𝐱𝐝 đ”đ©đđšđ­đž()
{
    𝐱𝐟 (đˆđ§đ©đźđ­.𝐆𝐞𝐭𝐊𝐞đČ𝐃𝐹𝐰𝐧(𝐊𝐞đČ𝐂𝐹𝐝𝐞.đ’đ©đšđœđž))
    {
        𝐈𝐧𝐬𝐭𝐚𝐧𝐭𝐱𝐚𝐭𝐞(đ›đźđ„đ„đžđ­, đ­đ«đšđ§đŹđŸđšđ«đŠ.đ©đšđŹđąđ­đąđšđ§, đ­đ«đšđ§đŹđŸđšđ«đŠ.đ«đšđ­đšđ­đąđšđ§);
    }

    𝐱𝐟 (đˆđ§đ©đźđ­.𝐆𝐞𝐭𝐊𝐞đČ𝐃𝐹𝐰𝐧(𝐊𝐞đČ𝐂𝐹𝐝𝐞.𝐕))
    {
        𝐱𝐟 (đœđźđ«đ«đžđ§đ­đ‡đžđšđ„đ­đĄ > 𝟎)
        {
            đœđźđ«đ«đžđ§đ­đ‡đžđšđ„đ­đĄ -= 𝟏𝟎;
            đ­đžđŹđ­đŸđ’đœđ«đąđ©đ­.đ‚đźđ«đ«đžđ§đ­đ‡đžđšđ„đ­đĄ(đœđźđ«đ«đžđ§đ­đ‡đžđšđ„đ­đĄ);
        }

        đžđ„đŹđž 𝐱𝐟 (đœđźđ«đ«đžđ§đ­đ‡đžđšđ„đ­đĄ <= 𝟎)
        {
            đœđźđ«đ«đžđ§đ­đ‡đžđšđ„đ­đĄ = 𝟎;
            đ­đžđŹđ­đŸđ’đœđ«đąđ©đ­.đ‚đźđ«đ«đžđ§đ­đ‡đžđšđ„đ­đĄ(đœđźđ«đ«đžđ§đ­đ‡đžđšđ„đ­đĄ);
        }

        //đ…đšđ« 𝐓𝐞𝐬𝐭𝐱𝐧𝐠  đŹđœđšđ«đž đźđ©đđšđ­đž 𝐓𝐞𝐬𝐭 đđźđ«đ©đšđŹđž đąđŠđ©đ„đžđŠđžđ§đ­đžđ đĄđžđ«đž.
        đŹđœđšđ«đž += 𝟏𝟎;
        đŹđœđšđ«đžđ“đžđ±đ­.đ­đžđ±đ­ = "đ’đœđšđ«đž: " + đŹđœđšđ«đž;
    }
} }
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