Scripting
Beginner

Classes

Checked with version: 4.0

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Difficulty: Beginner

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Date: 13 Mar 2014

How to use Classes to store and organise your information, and how to create constructors to work with parts of your class.

Classes

Beginner Scripting

SingleCharacterScript

Code snippet

using UnityEngine;
using System.Collections;

public class SingleCharacterScript : MonoBehaviour
{
    public class Stuff
    {
        public int bullets;
        public int grenades;
        public int rockets;
        
        public Stuff(int bul, int gre, int roc)
        {
            bullets = bul;
            grenades = gre;
            rockets = roc;
        }
    }
    
    
    public Stuff myStuff = new Stuff(10, 7, 25);
    public float speed;
    public float turnSpeed;
    public Rigidbody bulletPrefab;
    public Transform firePosition;
    public float bulletSpeed;
    
    
    void Update ()
    {
        Movement();
        Shoot();
    }
    
    
    void Movement ()
    {
        float forwardMovement = Input.GetAxis("Vertical") * speed * Time.deltaTime;
        float turnMovement = Input.GetAxis("Horizontal") * turnSpeed * Time.deltaTime;
        
        transform.Translate(Vector3.forward * forwardMovement);
        transform.Rotate(Vector3.up * turnMovement);
    }
    
    
    void Shoot ()
    {
        if(Input.GetButtonDown("Fire1") && myStuff.bullets > 0)
        {
            Rigidbody bulletInstance = Instantiate(bulletPrefab, firePosition.position, firePosition.rotation) as Rigidbody;
            bulletInstance.AddForce(firePosition.forward * bulletSpeed);
            myStuff.bullets--;
        }
    }
}
#pragma strict

public class SingleCharacterScript extends MonoBehaviour
{
    public class Stuff
    {
        public var bullets : int;
        public var grenades : int;
        public var rockets : int;
        
        public function Stuff(bul : int, gre : int, roc : int)
        {
            bullets = bul;
            grenades = gre;
            rockets = roc;
        }
    }
    
    
    public var myStuff : Stuff = new Stuff(10, 7, 25);
    public var speed : float;
    public var turnSpeed : float;
    public var bulletPrefab : Rigidbody;
    public var firePosition : Transform;
    public var bulletSpeed : float;
    
    
    function Update ()
    {
        Movement();
        Shoot();
    }
    
    
    function Movement ()
    {
        var forwardMovement : float = Input.GetAxis("Vertical") * speed * Time.deltaTime;
        var turnMovement : float = Input.GetAxis("Horizontal") * turnSpeed * Time.deltaTime;
        
        transform.Translate(Vector3.forward * forwardMovement);
        transform.Rotate(Vector3.up * turnMovement);
    }
    
    
    function Shoot ()
    {
        if(Input.GetButtonDown("Fire1") && myStuff.bullets > 0)
        {
            var bulletInstance : Rigidbody = Instantiate(bulletPrefab, firePosition.position, firePosition.rotation);
            bulletInstance.AddForce(firePosition.forward * bulletSpeed);
            myStuff.bullets--;
        }
    }
}
import UnityEngine
import System.Collections


public class SingleCharacterScript(MonoBehaviour):

    public class Stuff:

        public bullets as int

        public grenades as int

        public rockets as int

        
        public def constructor(bul as int, gre as int, roc as int):
            bullets = bul
            grenades = gre
            rockets = roc

    
    
    public myStuff = Stuff(10, 7, 25)

    public speed as single

    public turnSpeed as single

    public bulletPrefab as Rigidbody

    public firePosition as Transform

    public bulletSpeed as single

    
    
    private def Update():
        Movement()
        Shoot()

    
    
    private def Movement():
        forwardMovement as single = ((Input.GetAxis('Vertical') * speed) * Time.deltaTime)
        turnMovement as single = ((Input.GetAxis('Horizontal') * turnSpeed) * Time.deltaTime)
        
        transform.Translate((Vector3.forward * forwardMovement))
        transform.Rotate((Vector3.up * turnMovement))

    
    
    private def Shoot():
        if Input.GetButtonDown('Fire1') and (myStuff.bullets > 0):
            bulletInstance = (Instantiate(bulletPrefab, firePosition.position, firePosition.rotation) as Rigidbody)
            bulletInstance.AddForce((firePosition.forward * bulletSpeed))
            myStuff.bullets -= 1

Inventory

Code snippet

using UnityEngine;
using System.Collections;

public class Inventory : MonoBehaviour
{
    public class Stuff
    {
        public int bullets;
        public int grenades;
        public int rockets;
        public float fuel;
        
        public Stuff(int bul, int gre, int roc)
        {
            bullets = bul;
            grenades = gre;
            rockets = roc;
        }
        
        public Stuff(int bul, float fu)
        {
            bullets = bul;
            fuel = fu;
        }
        
        // Constructor
        public Stuff ()
        {
            bullets = 1;
            grenades = 1;
            rockets = 1;
        }
    }
    

    // Creating an Instance (an Object) of the Stuff class
    public Stuff myStuff = new Stuff(50, 5, 5);
    
    public Stuff myOtherStuff = new Stuff(50, 1.5f);
    
    void Start()
    {
        Debug.Log(myStuff.bullets); 
    }
}
#pragma strict

public class Inventory extends MonoBehaviour
{
    public class Stuff
    {
        public var bullets : int;
        public var grenades : int;
        public var rockets : int;
        public var fuel : float;
        
        public function Stuff(bul : int, gre : int, roc : int)
        {
            bullets = bul;
            grenades = gre;
            rockets = roc;
        }
        
        public function Stuff(bul : int, fu : float)
        {
            bullets = bul;
            fuel = fu;
        }
        
        // Constructor
        public function Stuff ()
        {
            bullets = 1;
            grenades = 1;
            rockets = 1;
        }
    }
    
    
    // Creating an Instance (an Object) of the Stuff class
    public var myStuff : Stuff= new Stuff(50, 5, 5);
    
    public var myOtherStuff : Stuff= new Stuff(50, 1.5f);
    
    function Start ()
    {
        Debug.Log(myStuff.bullets); 
    }
}
import UnityEngine
import System.Collections


public class Inventory(MonoBehaviour):

    public class Stuff:

        public bullets as int

        public grenades as int

        public rockets as int

        public fuel as single

        
        public def constructor(bul as int, gre as int, roc as int):
            bullets = bul
            grenades = gre
            rockets = roc

        
        public def constructor(bul as int, fu as single):
            bullets = bul
            fuel = fu

        
        // Constructor
        public def constructor():
            bullets = 1
            grenades = 1
            rockets = 1

    
    
    // Creating an Instance (an Object) of the Stuff class
    public myStuff = Stuff(50, 5, 5)

    
    public myOtherStuff = Stuff(50, 1.5F)

    
    private def Start():
        Debug.Log(myStuff.bullets)

MovementControls

Code snippet

using UnityEngine;
using System.Collections;

public class MovementControls : MonoBehaviour
{
    public float speed;
    public float turnSpeed;
    
    
    void Update ()
    {
        Movement();
    }
    
    
    void Movement ()
    {
        float forwardMovement = Input.GetAxis("Vertical") * speed * Time.deltaTime;
        float turnMovement = Input.GetAxis("Horizontal") * turnSpeed * Time.deltaTime;
        
        transform.Translate(Vector3.forward * forwardMovement);
        transform.Rotate(Vector3.up * turnMovement);
    }
}
#pragma strict

public var speed : float;
public var turnSpeed : float;


function Update ()
{
    Movement();
}


function Movement ()
{
    var forwardMovement : float = Input.GetAxis("Vertical") * speed * Time.deltaTime;
    var turnMovement : float = Input.GetAxis("Horizontal") * turnSpeed * Time.deltaTime;
    
    transform.Translate(Vector3.forward * forwardMovement);
    transform.Rotate(Vector3.up * turnMovement);
}
import UnityEngine
import System.Collections


public class MovementControls(MonoBehaviour):

    public speed as single

    public turnSpeed as single

    
    
    private def Update():
        Movement()

    
    
    private def Movement():
        forwardMovement as single = ((Input.GetAxis('Vertical') * speed) * Time.deltaTime)
        turnMovement as single = ((Input.GetAxis('Horizontal') * turnSpeed) * Time.deltaTime)
        
        transform.Translate((Vector3.forward * forwardMovement))
        transform.Rotate((Vector3.up * turnMovement))

Shooting

Code snippet

using UnityEngine;
using System.Collections;

public class Shooting : MonoBehaviour
{
    public Rigidbody bulletPrefab;
    public Transform firePosition;
    public float bulletSpeed;
    
    
    private Inventory inventory;
    
    
    void Awake ()
    {
        inventory = GetComponent<Inventory>();
    }
    
    
    void Update ()
    {
        Shoot();
    }
    
    
    void Shoot ()
    {
        if(Input.GetButtonDown("Fire1") && inventory.myStuff.bullets > 0)
        {
            Rigidbody bulletInstance = Instantiate(bulletPrefab, firePosition.position, firePosition.rotation) as Rigidbody;
            bulletInstance.AddForce(firePosition.forward * bulletSpeed);
            inventory.myStuff.bullets--;
        }
    }
}
#pragma strict

public var bulletPrefab : Rigidbody;
public var firePosition : Transform;
public var bulletSpeed : float;


private var inventory : Inventory;


function Awake ()
{
    inventory = GetComponent(Inventory);
}


function Update ()
{
    Shoot();
}


function Shoot ()
{
    if(Input.GetButtonDown("Fire1") && inventory.myStuff.bullets > 0)
    {
        var bulletInstance : Rigidbody = Instantiate(bulletPrefab, firePosition.position, firePosition.rotation);
        bulletInstance.AddForce(firePosition.forward * bulletSpeed);
        inventory.myStuff.bullets--;
    }
}
import UnityEngine
import System.Collections


public class Shooting(MonoBehaviour):

    public bulletPrefab as Rigidbody

    public firePosition as Transform

    public bulletSpeed as single

    
    
    private inventory as Inventory

    
    
    private def Awake():
        inventory = GetComponent[of Inventory]()

    
    
    private def Update():
        Shoot()
Data Types
Instantiate