Intro To Part Two

Checked with version: 5.4

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Difficulty: Intermediate

In this live training session we will learn how to extend our basic Quiz Game created in session one to include: loading game data from an external json file, editor scripting to create a window for editing game data and very basic saving of player progress.

Intro To Part Two

Intermediate Scripting

Download the starting version of the project here

PlayerProgress

Code snippet

public class PlayerProgress
{
    public int highestScore = 0;
}

DataController

Code snippet

using UnityEngine;
using UnityEngine.SceneManagement;
using System.Collections;
using System.IO;                                                        // The System.IO namespace contains functions related to loading and saving files

public class DataController : MonoBehaviour 
{
    private RoundData[] allRoundData;
    private PlayerProgress playerProgress;

    private string gameDataFileName = "data.json";

    void Start()
    {
        DontDestroyOnLoad(gameObject);

        LoadGameData();

        LoadPlayerProgress();

        SceneManager.LoadScene("MenuScreen");
    }
        
    public RoundData GetCurrentRoundData()
    {
        // If we wanted to return different rounds, we could do that here
        // We could store an int representing the current round index in PlayerProgress

        return allRoundData[0];
    }

    public void SubmitNewPlayerScore(int newScore)
    {
        // If newScore is greater than playerProgress.highestScore, update playerProgress with the new value and call SavePlayerProgress()
        if(newScore > playerProgress.highestScore)
        {
            playerProgress.highestScore = newScore;
            SavePlayerProgress();
        }
    }

    public int GetHighestPlayerScore()
    {
        return playerProgress.highestScore;
    }

    private void LoadGameData()
    {
        // Path.Combine combines strings into a file path
        // Application.StreamingAssets points to Assets/StreamingAssets in the Editor, and the StreamingAssets folder in a build
        string filePath = Path.Combine(Application.streamingAssetsPath, gameDataFileName);

        if(File.Exists(filePath))
        {
            // Read the json from the file into a string
            string dataAsJson = File.ReadAllText(filePath); 
            // Pass the json to JsonUtility, and tell it to create a GameData object from it
            GameData loadedData = JsonUtility.FromJson<GameData>(dataAsJson);

            // Retrieve the allRoundData property of loadedData
            allRoundData = loadedData.allRoundData;
        }
        else
        {
            Debug.LogError("Cannot load game data!");
        }
    }

    // This function could be extended easily to handle any additional data we wanted to store in our PlayerProgress object
    private void LoadPlayerProgress()
    {
        // Create a new PlayerProgress object
        playerProgress = new PlayerProgress();

        // If PlayerPrefs contains a key called "highestScore", set the value of playerProgress.highestScore using the value associated with that key
        if(PlayerPrefs.HasKey("highestScore"))
        {
            playerProgress.highestScore = PlayerPrefs.GetInt("highestScore");
        }
    }

    // This function could be extended easily to handle any additional data we wanted to store in our PlayerProgress object
    private void SavePlayerProgress()
    {
        // Save the value playerProgress.highestScore to PlayerPrefs, with a key of "highestScore"
        PlayerPrefs.SetInt("highestScore", playerProgress.highestScore);
    }
}

GameController

Code snippet

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using System.Collections.Generic;

public class GameController : MonoBehaviour
{
    public SimpleObjectPool answerButtonObjectPool;
    public Text questionText;
    public Text scoreDisplay;
    public Text timeRemainingDisplay;
    public Transform answerButtonParent;

    public GameObject questionDisplay;
    public GameObject roundEndDisplay;
    public Text highScoreDisplay;

    private DataController dataController;
    private RoundData currentRoundData;
    private QuestionData[] questionPool;

    private bool isRoundActive = false;
    private float timeRemaining;
    private int playerScore;
    private int questionIndex;
    private List<GameObject> answerButtonGameObjects = new List<GameObject>();

    void Start()
    {
        dataController = FindObjectOfType<DataController>();                              // Store a reference to the DataController so we can request the data we need for this round

        currentRoundData = dataController.GetCurrentRoundData();                            // Ask the DataController for the data for the current round. At the moment, we only have one round - but we could extend this
        questionPool = currentRoundData.questions;                                          // Take a copy of the questions so we could shuffle the pool or drop questions from it without affecting the original RoundData object

        timeRemaining = currentRoundData.timeLimitInSeconds;                                // Set the time limit for this round based on the RoundData object
        UpdateTimeRemainingDisplay();
        playerScore = 0;
        questionIndex = 0;

        ShowQuestion();
        isRoundActive = true;
    }

    void Update()
    {
        if (isRoundActive)
        {
            timeRemaining -= Time.deltaTime;                                                // If the round is active, subtract the time since Update() was last called from timeRemaining
            UpdateTimeRemainingDisplay();

            if (timeRemaining <= 0f)                                                     // If timeRemaining is 0 or less, the round ends
            {
                EndRound();
            }
        }
    }

    void ShowQuestion()
    {
        RemoveAnswerButtons();

        QuestionData questionData = questionPool[questionIndex];                            // Get the QuestionData for the current question
        questionText.text = questionData.questionText;                                      // Update questionText with the correct text

        for (int i = 0; i < questionData.answers.Length; i ++)                               // For every AnswerData in the current QuestionData...
        {
            GameObject answerButtonGameObject = answerButtonObjectPool.GetObject();         // Spawn an AnswerButton from the object pool
            answerButtonGameObjects.Add(answerButtonGameObject);
            answerButtonGameObject.transform.SetParent(answerButtonParent);
            answerButtonGameObject.transform.localScale = Vector3.one;

            AnswerButton answerButton = answerButtonGameObject.GetComponent<AnswerButton>();
            answerButton.SetUp(questionData.answers[i]);                                    // Pass the AnswerData to the AnswerButton so the AnswerButton knows what text to display and whether it is the correct answer
        }
    }

    void RemoveAnswerButtons()
    {
        while (answerButtonGameObjects.Count > 0)                                            // Return all spawned AnswerButtons to the object pool
        {
            answerButtonObjectPool.ReturnObject(answerButtonGameObjects[0]);
            answerButtonGameObjects.RemoveAt(0);
        }
    }

    public void AnswerButtonClicked(bool isCorrect)
    {
        if (isCorrect)
        {
            playerScore += currentRoundData.pointsAddedForCorrectAnswer;                    // If the AnswerButton that was clicked was the correct answer, add points
            scoreDisplay.text = playerScore.ToString();
        }

        if(questionPool.Length > questionIndex + 1)                                          // If there are more questions, show the next question
        {
            questionIndex++;
            ShowQuestion();
        }
        else                                                                                // If there are no more questions, the round ends
        {
            EndRound();
        }
    }

    private void UpdateTimeRemainingDisplay()
    {
        timeRemainingDisplay.text = Mathf.Round(timeRemaining).ToString();
    }

    public void EndRound()
    {
        isRoundActive = false;

        dataController.SubmitNewPlayerScore(playerScore);
        highScoreDisplay.text = dataController.GetHighestPlayerScore().ToString();

        questionDisplay.SetActive(false);
        roundEndDisplay.SetActive(true);
    }

    public void ReturnToMenu()
    {
        SceneManager.LoadScene("MenuScreen");
    }
}

GameDataEditor

Code snippet

using UnityEngine;
using UnityEditor;
using System.Collections;
using System.IO;

public class GameDataEditor :  EditorWindow
{

    public GameData gameData;

    private string gameDataProjectFilePath = "/StreamingAssets/data.json";

    [MenuItem ("Window/Game Data Editor")]
    static void Init()
    {
        EditorWindow.GetWindow (typeof(GameDataEditor)).Show ();
    }

    void OnGUI()
    {
        if (gameData != null) 
        {
            SerializedObject serializedObject = new SerializedObject (this);
            SerializedProperty serializedProperty = serializedObject.FindProperty ("gameData");
            EditorGUILayout.PropertyField (serializedProperty, true);

            serializedObject.ApplyModifiedProperties ();

            if (GUILayout.Button ("Save data"))
            {
                SaveGameData();
            }
        }

        if (GUILayout.Button ("Load data"))
        {
            LoadGameData();
        }
    }

    private void LoadGameData()
    {
        string filePath = Application.dataPath + gameDataProjectFilePath;

        if (File.Exists (filePath)) {
            string dataAsJson = File.ReadAllText (filePath);
            gameData = JsonUtility.FromJson<GameData> (dataAsJson);
        } else 
        {
            gameData = new GameData();
        }
    }

    private void SaveGameData()
    {

        string dataAsJson = JsonUtility.ToJson (gameData);

        string filePath = Application.dataPath + gameDataProjectFilePath;
        File.WriteAllText (filePath, dataAsJson);

    }
}

Scripting

  1. Scripts as Behaviour Components
  2. Variables and Functions
  3. Conventions and Syntax
  4. C# vs JS syntax
  5. IF Statements
  6. Loops
  7. Scope and Access Modifiers
  8. Awake and Start
  9. Update and FixedUpdate
  10. Vector Maths
  11. Enabling and Disabling Components
  12. Activating GameObjects
  13. Translate and Rotate
  14. Look At
  15. Linear Interpolation
  16. Destroy
  17. GetButton and GetKey
  18. GetAxis
  19. OnMouseDown
  20. GetComponent
  21. Delta Time
  22. Data Types
  23. Classes
  24. Instantiate
  25. Arrays
  26. Invoke
  27. Enumerations
  28. Switch Statements
  1. Properties
  2. Ternary Operator
  3. Statics
  4. Method Overloading
  5. Generics
  6. Inheritance
  7. Polymorphism
  8. Member Hiding
  9. Overriding
  10. Interfaces
  11. Extension Methods
  12. Namespaces
  13. Lists and Dictionaries
  14. Coroutines
  15. Quaternions
  16. Delegates
  17. Attributes
  18. Events
  1. Building a Custom Inspector
  2. The DrawDefaultInspector Function
  3. Adding Buttons to a Custom Inspector
  1. MonoDevelop's Debugger
  2. Good Coding Practices in Unity
  3. Unity Editor Extensions – Menu Items
  4. Creating Meshes
  1. AssetBundles and the AssetBundle Manager
  2. Mastering Unity Project Folder Structure - Version Control Systems
  1. Installing Tools for Unity Development
  2. Building your first Unity Game with Visual Studio
  3. Editing Unity games in Visual Studio
  4. Debugging Unity games in Visual Studio
  5. Graphics debugging Unity games in Visual Studio
  6. Taking Unity games to Universal Windows Platform
  7. Testing Unity games on Android in Visual Studio
  1. Scripting Primer and Q&A
  2. Scripting Primer and Q&A - Continued
  3. Scripting Primer and Q&A - Continued (Again)
  4. Persistence - Saving and Loading Data
  5. Object Pooling
  6. Introduction to Scriptable Objects
  7. How to communicate between Scripts and GameObjects
  8. Coding in Unity for the Absolute Beginner
  9. Sound Effects & Scripting
  10. Editor Scripting Intro
  11. Writing Plugins
  12. Property Drawers & Custom Inspectors
  13. Events: Creating a simple messaging system
  14. Ability System with Scriptable Objects
  15. Character Select System with Scriptable Objects
  1. Intro and Setup
  2. Data Classes
  3. Menu Screen
  4. Game UI
  5. Answer Button
  6. Displaying Questions
  7. Click To Answer
  8. Ending The Game and Q&A
  1. Intro To Part Two
  2. High Score with PlayerPrefs
  3. Serialization and Game Data
  4. Loading Game Data via JSON
  5. Loading and Saving via Editor Script
  6. Game Data Editor GUI
  7. Question and Answer
  1. Overview and Goals
  2. Localization Data
  3. Dictionary, JSON and Streaming Assets
  4. Localization Manager
  5. Startup Manager
  6. Localized Text Component
  7. Localized Text Editor Script
  8. Localization Q&A
  1. Introduction and Session Goals
  2. Particle Launcher
  3. Particle Collisions
  4. ParticleLauncher Script
  5. Particle Collisions and Scripting
  6. Random Particle Colors
  7. Drawing Decals with Particles
  8. Collecting Particle Information For Display
  9. Displaying Particles Via Script
  10. Droplet Decals
  11. Questions and Answers