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This component handles basic collectible-based scoring. To use, add this to an object in the scene and add a ’Collectible’ component to the prefab for your game’s collectible item. When one is collected, ’Collection Message’ will be sent. When the player reaches the ’Max’ (defined above), ’Maxed Message’ will be sent. For example you could have coins, and set the ’Max’ to 100. Then, if you have ’lives’ in your game you could add an additional life to the player by sending a message to the component which manages player lives. To write a message in a script, simply implement a new method as such:
public void MyNewMessage( ) The message you implement may have 0 arguments, or it may take an integer, float, bool, or string. This will tell MultiGame to add it to the Messages list when you hit ’Refresh Messages’.
string windowTitleA name for the window showing collections
Default value: ""
int windowIDMust be a unique number, different from all other windows in the game
Default value: 53346
int maxThe maximum needed
Default value: 0
MessageManager.ManagedMessage collectionMessageMessage to send when one is collected
MessageManager.ManagedMessage maxedMessageMessage to send when we have collected the full quantity
GameObject targetManaged Message target override
bool closeOnCompletionShould the GUI close itself when we are done?
Default value: false
bool showGUIShould we show an IMGUI to display the collection score?
Default value: true
Increments the collection count by one, sending messages as appropriate
string windowTitleA name for the window showing collections
Default value: ""
int windowIDMust be a unique number, different from all other windows in the game
Default value: 53346
int maxThe maximum needed
Default value: 0
MessageManager.ManagedMessage collectionMessageMessage to send when one is collected
MessageManager.ManagedMessage maxedMessageMessage to send when we have collected the full quantity
GameObject targetManaged Message target override
bool closeOnCompletionShould the GUI close itself when we are done?
Default value: false
bool showGUIShould we show an IMGUI to display the collection score?
Default value: true
Increments the collection count by one, sending messages as appropriate
Next: Message Animator, Previous: Animator Float Receiver, Up: Interaction.Output [Contents][Index]