Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Essential · May 24, 2013 at 10:15 PM · javascriptprogrammingstructuregame-styles

How to approach different game modes

My game has a set of different game modes (e.g., kill x number of enemies, collect x number of items, survive for x amount of time), all taking place in a set of maps, so that each map will need to be able to handle whichever game mode is chosen.

I don't quite know how to handle this though. I'm currently using a GameController object to keep track of kills and time remaining, etc. And I could just put a bunch of if statements in there like this…

 if ( gameType == "Kill" )
 // Check if number of kills has been reached
 else if ( gameType == "Survive" )
 // Check if time limit has been reached
 else if ( gameType == "Collect" )
 // Check if player has collected number of items
 etc...

But that seems wrong and ugly. For instance, those checks would all need to run in Update(), whereas most of those checks really only need to occur whenever an enemy is killed, or if an item has been collected, etc.

Just wondering how you guys have dealt with this kind of thing?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Essential · May 31, 2013 at 01:06 AM

http://answers.unity3d.com/questions/463516/how-can-you-store-a-reference-to-something-that-yo.html

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
1

Answer by darthbator · May 24, 2013 at 10:22 PM

I actually use what could be viewed as a slightly more elequent version of what you're doing. Generally for stuff like this I'll setup an enum. That's not really necessary I just think it's easier to read and expand upon. The only other thing is you can switch on the "mode" as long as it's an integer or string. It's not really "better" it just looks cleaner.

IMO it depends how much functionality each of those conditional blocks have but you might want to look into checking that only once (like when it starts) and then activating another component that contains only the logic for that particular game mode. Gives better encapsulation but can also be more confusing IMO.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Essential · May 25, 2013 at 01:36 AM 0
Share

Thanks for the reply darthbator. I'm intrigued by the second part you mentioned, about doing a check on launch and activating a component specific to the selected game mode. I've thought about this already but I can't figure out how to make that connect. Is it possible to store a reference to a component when you don't know script type that component will be until runtime?

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

14 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Multiple Cars not working 1 Answer

Need help with a Borderlands style proficiency system. 0 Answers

In-depth Animation and Audio guide for Enemy AI? 1 Answer

Int and Javascript help 2 Answers

How should I begin to program an rpg? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges