Creating E-Learning Games with Unity by David Horachek

By David Horachek

advance a video game framework for a 3D eLearning game
software dynamic interactive actors and gadgets to populate your video game world
An easy-to-follow advisor in addition to an in depth resource code to aid and consultant readers throughout the techniques within the book

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Extra resources for Creating E-Learning Games with Unity

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To accomplish this work, MissionMgr will need two lists. One list to hold all of the missions that the player could try and solve and another for the current tokens that the player has acquired (through interacting with interactive objects, for instance). The MissionTokens collection is allocated at runtime and set to empty so that the player always starts having accomplished nothing; we could develop a way later to load and save the mission progress via this system. The missions' list will be populated at runtime in the editor and saved, so we don't want to initialize this at runtime: Public List missions; Public List missionTokens = new List(); 2.

Quantity = 1; 12. Add (ii); 13. Add(mt); And this completes the work on the Insert() method. [ 39 ] Interactive Objects and MissionMgr Implementing the DisplayInventory method Let's continue our work by developing InventoryMgr as we program the method that will display all of the inventory objects on screen by performing the following steps: 1. The DisplayInventory() method is declared with the following signature: void DisplayInventory() { } 2. This method also walks through the collection, but instead of checking the type of object, it will display a series of GUI buttons on the screen.

MS_Completed; Implementing the MissionToken script The MissionToken class stores the information for an individual mission component. This class acts as a container for this abstract data. We give it an ID, a title that is human readable, and a description. By giving each MissionToken a unique ID, we give the Mission class a powerful way of tracking the mission progress. This class is used in a way by which the user adds instances of this component to various interactive objects that can be manipulated by the player, as shown in the following code: Public int id; Public string title; Public string description; Implementing the SimpleLifespanScript The SimpleLifespanScript class is a simple helper class that can be used in conjunction with the Instantiate() method to instantiate a GameObject in the world that will have a specified but finite lifespan.

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