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Unity 5.x Cookbook
Unity 5.x Cookbook

Unity 5.x Cookbook: More than 100 solutions to build amazing 2D and 3D games with Unity

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Unity 5.x Cookbook

Chapter 2. Inventory GUIs

In this chapter, we will cover the following topics:

  • Creating a simple 2D mini-game – SpaceGirl

  • Displaying single object pickups with carrying and not-carrying text

  • Displaying single object pickups with carrying and not-carrying icons

  • Displaying multiple pickups of the same object with text totals

  • Displaying multiple pickups of the same object with multiple status icons

  • Revealing icons for multiple object pickups by changing the size of a tiled image

  • Displaying multiple pickups of different objects as a list of text via a dynamic List<> of PickUp objects

  • Displaying multiple pickups of different objects as text totals via a dynamic Dictionary<> of PickUp objects and "enum" pickup types

  • Generalizing multiple icon displays using UI Grid Layout Groups (with scrollbars!)

Introduction


Many games involve the player collecting items or choosing from a selection of items. Examples could be collecting keys to open doors, collecting ammo for weapons, choosing from a collection of spells to cast, and so on.

The recipes in this chapter offer a range of solutions for displaying to the player whether they are carrying an item or not, if they are allowed more than one of an item, and how many they have.

The big picture

The two parts of software design for implementing inventories relate to, first, how we choose to represent the data about inventory items (that is, the data types and structures to store the data) and, secondly, how we choose to display information about inventory items to the player (the UI: User Interface).

Also, whilst not strictly inventory items, player properties such as lives left, health, or time remaining can also be designed around the same concepts that we present in this chapter.

We need to first think about the nature of different inventory...

Creating a simple 2D mini-game – SpaceGirl


This recipe presents the steps to create the 2DSpaceGirl mini-game, on which all the recipes of this chapter are based.

Getting ready

For this recipe, we have prepared the images you need in a folder named Sprites in the 1362_02_01 folder. We have also provided the completed game as a Unity package in this folder named Simple2DGame_SpaceGirl.

How to do it...

To create the simple 2D mini-game Space Girl follow these steps:

  1. Create a new, empty 2D project.

  2. Import supplied folder Sprites into your project.

  3. Convert each sprite image to be of type Sprite (2D and UI). To do this, select the sprite in the Project panel, then, in the Inspector, change choose Sprite (2D and UI) from the drop-down menu Texture Type, and click on the Apply button, as shown in the following screenshot:

  4. Set the Unity Player screen size to 800 x 600: choose the Edit | Project Settings | Player menu, then for option Resolution and Presentation uncheck Default is Full Screen, and set the...

Displaying single object pickups with carrying and not-carrying text


Often the simplest inventory situation is to display text to tell players if they are carrying a single item (or not).

Getting ready

This recipe assumes that you are starting with the project Simple2Dgame_SpaceGirl setup from the first recipe in this chapter. So, either make a copy of that project or do the following:

  1. Create a new, empty 2D project.

  2. Import the Simple2Dgame_SpaceGirl package.

  3. Open scene Scene1 (in the Scenes folder).

  4. Set the Unity Player screen size to 800 x 600 (see the previous recipe for how to do this) and select this resolution in the Game panel the drop-down menu.

  5. Convert each sprite image to be of type Sprite (2D and UI). In the Inspector, choose Sprite (2D and UI) from drop-down menu Texture Type, and click on the Apply button.

For this recipe, we have prepared the font you need in a folder named Fonts in the 1362_02_02 folder.

How to do it...

To display text to inform the user about the status of carrying...

Displaying single object pickups with carrying and not-carrying icons


Graphic icons are an effective way to inform the player that they are carrying an item. In this recipe, if no star is being carried, a grey-filled icon in a blocked-off circle is displayed; then, after the star has been picked up, a yellow-filled icon is displayed, as shown in the following screenshot.

In many cases, icons are clearer (they don't require reading and thinking about) and can also be smaller onscreen than text messages for indicating player status and inventory items.

Getting ready

This recipe assumes that you are starting with the project Simple2Dgame_SpaceGirl setup from the first recipe in this chapter.

How to do it...

To toggle carrying and not-carrying icons for a single object pickup, follow these steps:

  1. Start with a new copy of the mini-game Simple2Dgame_SpaceGirl.

  2. In the Hierarchy panel, add a new UI Image object (Create | UI | Image). Rename it Image-star-icon.

  3. Select Image-star-icon in the Hierarchy panel...

Displaying multiple pickups of the same object with text totals


When several items of the same type have been picked up, often the simplest way to convey what is being carried to the user is to display a text message showing the numeric total of each item type being carried, as shown in the following screenshot. In this recipe, the total number of stars collected is displayed using a UI Text object.

Getting ready

This recipe assumes you are starting with project Simple2Dgame_SpaceGirl setup from the first recipe in this chapter. The font you need can be found in folder 1362_02_02.

How to do it...

To display inventory total text for multiple pickups of same type of object, follow these steps:

  1. Start with a new copy of the mini-game Simple2Dgame_SpaceGirl.

  2. Add a UI Text object (Create | UI | Text). Rename it Text-carrying-star. Change its text to stars = 0.

  3. Import the provided Fonts folder into your project.

  4. In the Inspector panel, set the font of Text-carrying-star to Xolonium-Bold (folder Fonts)...

Displaying multiple pickups of the same object with multiple status icons


If there is a small, fixed total number of an item to be collected rather than text totals, an alternative effective UI approach is to display placeholder icons (empty or greyed out pictures) to show the user how many of the item remain to be collected, and each time an item is picked up, a placeholder icon is replaced by a full color collected icon.

In this recipe, we use grey-filled star icons as the placeholders and yellow-filled star icons to indicate each collected star, as shown in the following screenshot.

Since our UI code is getting a little more complicated, this recipe will implement the MVC design pattern to separate the view code from the core player logic (as introduced at the end of recipe Displaying single object pickups with carrying and not-carrying text).

Getting ready

This recipe assumes that you are starting with the project Simple2Dgame_SpaceGirl setup from the first recipe in this chapter.

How to...

Revealing icons for multiple object pickups by changing the size of a tiled image


Another approach that could be taken to show increasing numbers of images is to make use of tiled images. The same visual effect as in the previous recipe can also be achieved by making use of a tiled grey star image of width 400 (showing four copies of the grey star icon), behind a tiled yellow star image, whose width is 100 times the number of stars collected. We'll adapt the previous recipe to illustrate this technique.

Getting ready

This recipe follows on from the previous recipe in this chapter.

How to do it...

To display grey and yellow star icons for multiple object pickups using tiled images, follow these steps:

  1. Make a copy of your work for the previous recipe.

  2. In the Hierarchy panel, remove the four Image-star0/1/2/3 UI Images in the Canvas.

  3. Select the Canvas in the Hierarchy panel and add a new UI Image object (Create | UI | Image). Rename it Image-stars-grey.

  4. Select Image-stars-grey in the Hierarchy panel...

Displaying multiple pickups of different objects as a list of text via a dynamic List<> of PickUp objects


When working with different kinds of pickups, one approach is to use a C# List to maintain a flexible-length data structure of the items currently in the inventory. In this recipe, we will show you how, each time an item is picked up, a new object is added to such a List collection. An iteration through the List is how the text display of items is generated each time the inventory changes. We introduce a very simple PickUp script class, demonstrating how information about a pickup can be stored in a scripted component, extracted upon collision, and stored in our List.

Getting ready

This recipe assumes that you are starting with the project Simple2Dgame_SpaceGirl setup from the first recipe in this chapter. The font you need can be found in the 1362_02_02 folder.

How to do it...

To display inventory total text for multiple pickups of different object types, follow these steps:

  1. Start...

Displaying multiple pickups of different objects as text totals via a dynamic Dictionary<> of PickUp objects and "enum" pickup types


While the previous recipe worked fine, any old text might have been typed into the description for a pickup or perhaps mistyped (star, Sstar, starr, and so on). A much better way of restricting game properties to one of a predefined (enumerated) list of possible values is to use C# enums. As well as removing the chance of mistyping a string, it also means that we can write code to appropriately deal with the predefined set of possible values. In this recipe, we will improve our general purpose PickUp class by introducing three possible pickup types (Star, Heart, and Key), and write inventory display code that counts the number of each type of pickup being carried and displays these totals via a UI Text object on screen. We also switch from using a List to using a Dictionary, since the Dictionary data structure is designed specifically for key-value pairs...

Generalizing multiple icon displays using UI Grid Layout Groups (with scrollbars!)


The recipes in this chapter up to this point have been hand-crafted for each situation. While this is fine, more general and automated approaches to inventory UIs can sometimes save time and effort but still achieve visual and usability results of equal quality. In the next recipe, we will begin to explore a more engineered approach to inventory UIs by exploiting the automated sizing and layouts offered by Unity 5's Grid Layout Group component.

Getting ready

This recipe assumes that you are starting with the project Simple2Dgame_SpaceGirl setup from the first recipe in this chapter. The font you need can be found in the 1362_02_02 folder.

How to do it...

To display grey and yellow star icons for multiple object pickups using UI grid layout groups, follow these steps:

  1. Start with a new copy of the mini-game Simple2Dgame_SpaceGirl.

  2. In the Hierarchy panel, create a UI Panel Panel–background (Create | UI | Panel).

  3. Let...

Conclusion


In this chapter, we introduced recipes demonstrating a range of C# data representations for inventory items and a range of Unity UI interface components to display the status and contents of player inventories at run time.

Inventory UI needs good quality graphical assets for a high quality result. Some sources of assets that you might wish to explore include the following sites:

Left arrow icon Right arrow icon

Key benefits

  • Built on the solid foundation of the popular Unity 4.x Cookbook, the recipes in this edition have been completely updated for Unity 5
  • Features recipes for both 2D and 3D games
  • Provides you with techniques for the new features of Unity 5, including the new UI system, 2D game development, new Standard Shaders, and the new Audio Mixer

Description

Unity 5 is a flexible and intuitive multiplatform game engine that is becoming the industry's de facto standard. Learn to craft your own 2D and 3D computer games by working through core concepts such as animation, audio, shaders, GUI, lights, cameras, and scripting to create your own games with one of the most important and popular engines in the industry. Completely re-written to cover the new features of Unity 5, this book is a great resource for all Unity game developers, from those who have recently started using Unity right up to game development experts. The first half of the book focuses on core concepts of 2D game design while the second half focuses on developing 3D game development skills. In the first half, you will discover the new GUI system, the new Audio Mixer, external files, and animating 2D characters in 2D game development. As you progress further, you will familiarize yourself with the new Standard Shaders, the Mecanim system, Cameras, and the new Lighting features to hone your skills towards building 3D games to perfection. Finally, you will learn non-player character control and explore Unity 5's extra features to enhance your 3D game development skills.

Who is this book for?

This book is for anyone who wants to explore a wide range of Unity scripting and multimedia features, and find ready-to-use solutions for many game features. Programmers can explore multimedia features, and multimedia developers can try their hand at scripting. *From intermediate to advanced users, from artists to coders, this book is for you, and everyone on your team! *It is intended for everyone who has the basics of using Unity, and a little programming knowledge in C#.

What you will learn

  • Immerse players with great audio, utilizing Unity 5 s audio features including the new Audio Mixer, ambient sound with Reverb Zones, dynamic soundtracks with Snapshots, and balanced audio via Ducking
  • Create better materials with Unity s new, physically-based, Standard Shader
  • Measure and control time, including pausing the game, displaying clocks and countdown timers, and even implementing “bullet timeâ€? effects
  • Improve ambiance through the use of lights and effects such as reflection and light probes
  • Create stylish user interfaces with the new UI system, including power-bars, clock displays, and an extensible inventory system
  • Save and load text and media assets from local or remote sources, publish your game via Unity Cloud, and communicate with websites and their databases to create online scoreboards
  • Discover advanced techniques, including the publisher-subscriber and state patterns, performance bottleneck identification, and methods to maximize game performance and frame rates
  • Control 2D and 3D character movement, and use NavMeshAgents to write NPC and enemy behaviors such as seek, flee, flock, and waypoint path following

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Publication date : Oct 05, 2015
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Publication date : Oct 05, 2015
Length: 570 pages
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Table of Contents

12 Chapters
Core UI – Messages, Menus, Scores, and Timers Chevron down icon Chevron up icon
Inventory GUIs Chevron down icon Chevron up icon
2D Animation Chevron down icon Chevron up icon
Creating Maps and Materials Chevron down icon Chevron up icon
Using Cameras Chevron down icon Chevron up icon
Lights and Effects Chevron down icon Chevron up icon
Controlling 3D Animations Chevron down icon Chevron up icon
Positions, Movement and Navigation for Character GameObjects Chevron down icon Chevron up icon
Playing and Manipulating Sounds Chevron down icon Chevron up icon
Working with External Resource Files and Devices Chevron down icon Chevron up icon
Improving Games with Extra Features and Optimization Chevron down icon Chevron up icon
Editor Extensions Chevron down icon Chevron up icon

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Unity 5.x Cookbook By Ruben Oliva RamosI liked this book, it has a big deal that I could understand the objective of the book, I understood all the chapters, The book has a new content that we can develep our own development.This is an excelent book, because covers my needs in game programming.Ruben
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