Statics

Checked with version: 4.1

-

Difficulty: Intermediate

How to create static variables, methods, and classes.

Statics

Intermediate Scripting

Enemy

Code snippet

using UnityEngine;
using System.Collections;

public class Enemy
{
    //Static variables are shared across all instances
    //of a class.
    public static int enemyCount = 0;
    
    public Enemy()
    {
        //Increment the static variable to know how many
        //objects of this class have been created.
        enemyCount++;
    }
}
#pragma strict

public class Enemy
{
    //Static variables are shared across all instances
    //of a class.
    public static var enemyCount : int = 0;
    
    function Enemy()
    {
        //Increment the static variable to know how many
        //objects of this class have been created.
        enemyCount++;
    }
}
import UnityEngine
import System.Collections


public class Enemy:

    //Static variables are shared across all instances
    //of a class.
    public static enemyCount = 0

    
    public def constructor():
        //Increment the static variable to know how many
        //objects of this class have been created.
        enemyCount += 1

Game

Code snippet

using UnityEngine;
using System.Collections;

public class Game
{
    void Start () 
    {
        Enemy enemy1 = new Enemy();
        Enemy enemy2 = new Enemy();
        Enemy enemy3 = new Enemy();
        
        //You can access a static variable by using the class name
        //and the dot operator.
        int x = Enemy.enemyCount;
    }
}
#pragma strict

public class Game
{
    function Start () 
    {
        var enemy1 = new Enemy();
        var enemy2 = new Enemy();
        var enemy3 = new Enemy();
        
        //You can access a static variable by using the class name
        //and the dot operator.
        var x : int = Enemy.enemyCount;
    }
}
import UnityEngine
import System.Collections


public class Game:

    private def Start():
        enemy1 = Enemy()
        enemy2 = Enemy()
        enemy3 = Enemy()
        
        //You can access a static variable by using the class name
        //and the dot operator.
        x as int = Enemy.enemyCount

Player

Code snippet

using UnityEngine;
using System.Collections;

public class Player : MonoBehaviour 
{
    //Static variables are shared across all instances
    //of a class. 
    public static int playerCount = 0;
    
    void Start()
    {
        //Increment the static variable to know how many
        //objects of this class have been created.
        playerCount++;
    }
}
#pragma strict

public class Player extends MonoBehaviour 
{
    //Static variables are shared across all instances
    //of a class. 
    public static var playerCount : int = 0;
    
    function Start()
    {
            //Increment the static variable to know how many
        //objects of this class have been created.
        playerCount++;
    }
}
import UnityEngine
import System.Collections


public class Player(MonoBehaviour):

    //Static variables are shared across all instances
    //of a class. 
    public static playerCount = 0

    
    private def Start():
        //Increment the static variable to know how many
        //objects of this class have been created.
        playerCount += 1

PlayerManager

Code snippet

using UnityEngine;
using System.Collections;

public class PlayerManager : MonoBehaviour 
{
    void Start()
    {
        //You can access a static variable by using the class name
        //and the dot operator.
        int x = Player.playerCount;
    }
}
#pragma strict

function Start () 
{
    //You can access a static variable by using the class name
    //and the dot operator.
    var x : int = Player.playerCount;
}
import UnityEngine
import System.Collections


public class PlayerManager(MonoBehaviour):

    private def Start():
        //You can access a static variable by using the class name
        //and the dot operator.
        x as int = Player.playerCount

Utilities

Code snippet

using UnityEngine;
using System.Collections;

public static class Utilities 
{
    //A static method can be invoked without an object
    //of a class. Note that static methods cannot access
    //non-static member variables.
    public static int Add(int num1, int num2)
    {
        return num1 + num2;
    }
}
#pragma strict

public static class Utilities 
{
    //A static method can be invoked without an object
    //of a class. Note that static methods cannot access
    //non-static member variables
    public static function Add(num1 : int, num2 : int) : int
    {
        return num1 + num2;
    }
}
import UnityEngine
import System.Collections


public static class Utilities:

    //A static method can be invoked without an object
    //of a class. Note that static methods cannot access
    //non-static member variables.
    public static def Add(num1 as int, num2 as int) as int:
        return (num1 + num2)

UtilitiesExample

Code snippet

using UnityEngine;
using System.Collections;

public class UtilitiesExample : MonoBehaviour 
{
    void Start()
    {
        //You can access a static method by using the class name
        //and the dot operator.
        int x = Utilities.Add (5, 6);
    }
}
#pragma strict

function Start () 
{
    //You can access a static method by using the class name
    //and the dot operator.
    var x : int = Utilities.Add (5, 6);
}
import UnityEngine
import System.Collections


public class UtilitiesExample(MonoBehaviour):

    private def Start():
        //You can access a static method by using the class name
        //and the dot operator.
        x as int = Utilities.Add(5, 6)

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