Phần trước chúng ta đã tạo hiệu ứng các khối quà biến mất khi banh chạm tới, tiếp theo sẽ là gán lệnh đếm số khối quà banh chạm và ấn định số khối quà đạt được để là người thắng cuộc.

Bước 1: Tạo lệnh đếm số quà mà banh thu được

Mỗi lần chạm sẽ được ghi lại 1 điểm.

  • Trong Hierarchy: Click chọn Player
  • Trong inspector: Click Edit Script trong context menu của bảng lệnh Player Controller để mở script thêm các dòng lệnh

  • private int count; Khai báo biến count,
    • kiểu số nguyên int do số lần chạm không thể là số lẻ
    • kiểu biến là private do chỉ sử dụng trong lớp PlayerController, không cần truy cập từ inspector.
  • count =0; Biến count được bắt đầu bằng giá trị = 0
  • count = count + 1; Giá trị biến count tăng lên 1 sau mỗi lần va chạm

Bước 2: Tạo box text hiển thị giá trị điểm

Để tạo một text box cũng có 3 cách như các đối tượng khác (nhắc lại)

  • Component > UI > Text
  • Trong Inspetor: Add component > UI > Text
  • Trong Hierarchy: Create > UI > Text

Lưu ý

  • Khi tạo đối tượng UI toolset (ở đây là Text), 2 đối tượng là EvenSystem và Canvas sẽ tự động được tạo ra để chứa đối tượng UI toolset.
  • Đối tượng Text luôn cân ở giữa Canvas, là đối tượng parent của nó.

Kế tiếp là thiết lập thuộc tính cho Text trong Inspector

  • Đổi tên đối tượng Text là Count Text
  • Chọn màu trắng cho Text để dễ nhìn
  • Trong Rec Transform, thiết lập positionpivot của Count Text
    • Gióng hàng count text: Giữ Shift và Alt, nhấn chọn nút góc trên, trái
    • Cân vị trí count text tách ra khỏi cạnh khung hình: Pos X: 10; Pos Y: -10

Bước 3: Gán lệnh hiển thị giá trị điểm

Khi đã có textbox cần tạo lệnh để hiển thị số điểm và cập nhật mỗi lần banh thu được khối quà

  • using UnityEngine.UI; để sử dụng namespace với các thành phần UI
  • public Text countText;
    • Khai báo biến countText kiểu Text
    • phạm vi biến là public để truy cập được từ bảng lệnh inspector
  • SetCountText (); là dòng counText.text = "Số khối quà:" + count.ToString(); do lặp lại 2 lần trong trong hàm Start() và hàm OntriggerEnter nên cần tạo function riêng

Bước 4: Báo thắng cuộc khi thu lượm hết 12 khối quà

Tương tự như count Text, tạo thêm một textbox báo tin thắng cuộc tên là Win Text

  • font chữ lớn hơn Font Size: 50.
  • Nới rộng thêm kích thước box trong Rect Transform Width: 300 - Height: 100
  • Cân chữ xuống cạnh dưới và nằm giữa màn hình trong Alignment

Dclick PlayerController.cs trong thư mục Scripts, bảng lệnh Project

  • public Text winText;
    • Khai báo biến winText kiểu Text
    • phạm vi biến là public để có thể truy cập từ inspector
  • winText.text =""; Biến winText được bắt đầu bằng giá trị blank (trống rỗng)
  • if (count >= 12) { winText.text = "Chiến Thắng!"; };  Câu điều kiện: nếu biến count có giá trị lớn hơn hoặc bằng 12, thì winText sẽ có giá trị là chuổi "Chiến Thắng"

Trở lại màn hình Unity, kéo đối tượng winText từ Hierarchy vào ô Win Text trong Player Controller (Script), của inspector Player

Bước 5: Chạy thử

  • Bật nút Play
  • Nhấn các nút mũi tên để di chuyển quả banh

(bài cuối cùng kế tiếp sẽ hướng dẫn cách xuất game ra nhiều nền tảng)

[embed]https://youtu.be/bFSLI2cmYYo[/embed] Link Video giới thiệu game: https://unity3d.com/learn/tutorials/projects/roll-ball-tutorial/introduction-roll-ball?playlist=17141


Dịch từ phụ đề Counting, displaying text and ending the game. We need a tool to store the value of our counted collectables. And another tool to add to that value as we collect and count them. Let's add this tool to our PlayerController script. Select the Player game object and open the PlayerController script for editing. Let's add a private variable to hold our count. This will be an int, as our count will be a whole number, we won't be collecting partial objects, and let's call it Count. So in our game we will first start with a count of 0. Then we will need to increment our count value by 1 when we pick up a new object. First we need to set our count value to 0. As this variable is private we don't have any access to it in the Inspector. This variable is only available for use within this script and as such we will need to set it's starting value here in the script. There are several ways we can set the starting value of Count, but in this assignment we will do it in the Start function. In Start set our Count to be equal to 0. Next we need to add to Count when we pick up our collectable game objects. We will pick up our objects in OnTriggerEnter if the Other game object has the tag Pickup. So this is where we add our counting code. After setting the other game objects active state to False we add our new value of Count is equal to our old value of Count plus 1. There are other ways to add, count up or increment the value when coding for Unity, but this one is very easy to understand and this is the one that we're going to use in this assignment. Save this script and return to Unity. Now we can store and increment our count but we have no way of displaying it. It would also be good to display a message when the game is over. To display text in this assignment we will be using Unity's UI Toolset to display our text and values. First let's create a new UI text element from the hierarchy's Create menu. Let's look at what we've added to the hierarchy. We seem to have gotten more than we bargained for. We don't just have a UI text element, but we've also created a parent canvas element and an event systems game object. These are all required by the UI toolset. The single most important thing to know about these additional items is that all UI elements must be the child of a canvas to behave correctly. For more information on the UI tools, including the canvas and the events system please see the information linked below. Rename the text element CountText. So let's customise this element a bit. The default text is a bit dark. Let's make the text colour white, so it's easier to see. The size and alignment are good. And let's add some placeholder text Count Text. We want our text to display in the upper left of the screen when the game is playing. We can see that the UI text is currently displaying in the centre of the screen in the game view. This is because the text element is anchored to the centre of it's parent, which is, in this case, the canvas. It is worth noting that the transform component on UI elements is different from the other game objects in Unity. For UI elements the standard transform has been replaced with the rect transform, which takes in to account many specialised features necessary for a versatile UI system, including anchoring and positioning. For more information on the rect transform please see the information linked below. One of the easiest ways to move the count text element in to the upper left is to anchor it to the upper left corner of the canvas, rather than to it's centre. To do this open the Anchors and Presets menu by clicking on the button displaying the current anchor preset. When we re-anchor this text element we also want to set the pivot and the position based on the new anchor. So we will hold down both the Shift and the Alt keys and the select the upper left corner button. That's done it, it's up in the corner. But now it looks budged up against the corner of the game view. Let's give it some space between the text and the edges of the screen. As we are anchored to the upper left corner of the canvas and we have set our pivot to the upper left corner as well the easiest way to give the text a little breathing room is to change the rect transform's Pos X and Pos Y values. 10 and -10 seems about right, with some room around it, yet it's still up and out of the way. So let's wire up the UI text element to display our count value. Start by opening the PlayerController script for editing. Before we can code anything related to any UI elements we need to tell our script more about them. The details about the UI toolset are held in what's called a namespace. We need to use this namespace just as we are using UnityEngine and System.Collections. So to do this, at the top of our script write using UnityEngine.UI. With this in place we can now write our code. First create a new public text variable called countText to hold a reference to the UI text component on our UI text game object. We need to set the starting value of the UI text's Text property. We can do this in Start as well. Write countText.Text = "Count: " + count.ToString, and we need the parenthesis. Now this line of code must be written after the line setting our count value. Count must have some value for us to set a text with. Now we also need to update this text property every time we pick up a new collectable so in OnTriggerEnter after we increment our count value let's write again countText.Text = 'Count: ' + count.ToString(); Hmm, we've now written the same line of code twice in the same script. This is generally bad form. One way to make this a little more elegant is to create a function that does the work in one place and we simply call this function every time we need it. Let's create a new function with void SetCountText and then an empty set of parenthesis and brackets. Now let's move one instance of this line of code in to the function by cutting and pasting it. And in it's place let's put a line of code simply calling the function. Finally let's replace the other line with the function call as well. Excellent. Save and swap back to Unity. Now we see our PlayerController script has a new text property. We can associate a reference to our Count text simply by dragging and dropping the CountText game object on to the slot. Unity will find the text component on the game object and correctly associate the reference. Now let's save, enter play mode and test. Ah-ha! Not only do we collect these objects but we count them now. Let's exit play mode. We need to display a message when we have collected all of the cubes. To do this we will need another UI text object. Again, using the hierarchy's Create menu make a new UI text game object. Rename it Win Text. Note how the new UI text element is automatically added to our canvas. Again, as before, let's customise the values on the component. Let's colour the text white so it is easier to see. Let's make the text a little larger, let's try about 24. Lastly, let's adjust the alignment to centre and middle. And again let's add placeholder text Win Text. We want this text to display in the centre of the game screen but up a little so it doesn't cover the player game object. To do this simply adjust the rect transform's Pos Y value as by default this UI text element is anchored to the centre of the canvas. A value of about 75 feels good. Save the scene and swap back to our scripting editor. We need to add a reference for this UI text element. Create a new public text variable and call it winText. Now let's set the starting value for the UI text's text property. This is set to an empty string or two double quote marks with no content. This text property will start empty. Then in the SetCountText function let's write if Count is greater than or equal to 12, which is the total number of objects we have in the game to collect, then our winText.Text equals You Win. Save this script and return to Unity. Again on our player, our PlayerController has a new UI text property. We can associate the component again by dragging the WinText game object in to the slot. Save the scene and play. So we're picking up our game objects, we're counting our collectables, and we win! And as we can see when we have collected 12 objects we display the 'You Win' text. In the next and last assignment of this series we will build the game and deploy it using a standalone player.

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