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Cash register ykey
Cash register ykey






cash register ykey
  1. Cash register ykey update#
  2. Cash register ykey code#
  3. Cash register ykey series#

The start function in the PizzaOperation script should now look like this: We can do this where we originally had put the string “Placeholder” and replace that with custEmployeeInteraction.GetCustDialgoue() It was the public function named GetCustDialgoue(). We need to now call the public function we created earlier from the CustomerDialogueSO script. That scriptable object had all beginning customer greeting info already in it. In the start function we need to set the custEmployeeInteraction to startCustomerGreet.ĬustEmployeeInteraction = startCustomerGreet Įarlier we hooked up the startCustomerGreet because we dragged the scriptable object asset we created earlier into the field in the Unity Editor. What were doing here is deriving from the class we created earlier called CustomerDialogueSO. Get reference from the CustomerDialogueSO script.ĬustomerDialogueSO custEmployeeInteraction Create a variable called custEmployeeInteraction. Now navigate back into the Unity Editor and with the DialogueController game object selected in the scene, look at the Inspector window and you will see under the Pizzaria Operation(Script) component the field called “Start Customer Greet” this is where we need to drag the scriptable object we created earlier called “EmployeeGreetsCustomer” to this field.Īt this point we are going to need to know what part of the customer/employee interaction we are in. In this same script create a CustomerDialogueSO variable that is serialized and name it startCustomerGreet. This function needed to be public so that we can access it outside the script. Open the CustomerDialogueSO script and create a public function and name it “GetCustDialogue.” This function needs to return a string, that string it’s going to return the customerGreeting string we created earlier on. Enter the greeting inside the value in the inspector “Welcome to the Pizzaria, how may I help you?” Getting our beginning customer greeting setup and functioning In the Customer Greeting field we are going to fill this value in via the inspector with what the Pizzaria Employee will say to the customer when they greet them. You will see that the text input field became much larger, and you shouldn’t have problems entering or seeing what is being typed inside that field now. Open the script backup in Visual Studio and below the SerializeField attribute we need to add a TextArea attribute so that the field next to Customer Greeting is large enough for us to see effectively for ease of typing directly inside the Unity Editor. We need to add another attribute to the CustomerDialogueSO script. Name this new Scriptable Object “EmployeeGreetsCustomer” Save the script and go back to the Unity editor, you can now Right Click in the Scriptable Objects folder and Create>CustomerDialogueSO. This line ensures that we are able to add a ScriptableObject to the project via the Unity Editor. Above the class declaration “CustomerDialogueSO : ScriptableObject” you must add this line: “” Now, in order for us to be able to create a Scriptable Object and add it to the project we need to add one more line to this script.

Cash register ykey update#

Delete the Start and Update functions, these are not needed in this script.Ĭreate a string variable and name it “CustomerGreeting.” This needs to be serialized, so that it is visible in the inspector. The first thing that needs to be done with this script is to change “Monobehavior” to ScriptableObject, right after the colon.

cash register ykey

Scriptable Objects do not inherit from Monobehaviour, they inherit from ScriptableObject. Remember that Scriptable Objects are not attached to any game objects in the scene. Create a new script and name it “CustomerDialogueSO.” Open the script up in Visual Studio. Open the Pizzaria project and navigate to the Scriptable Object folder in the project. The asset folder contains additional intermediate files that were used during the process of creating the game sprites. All the project files are located in the main folder.

Cash register ykey code#

You can download the tutorial source code files here. The link to the first part of the tutorial is here.

Cash register ykey series#

Please make sure you have completed the first part of this tutorial series to ensure that you are able to follow along effectively and continue building the project with part two. This is the second part of the tutorial series where we use Unity’s Scriptable Object system to build a Pizzaria project. Part 2: Finishing up the Dialogue Controller, using Scriptable Objects to hold the dialogue data, and setting up camera functionality.

  • Hooking up the other scriptable object dialogue assets.
  • Creating the first customer to employee scriptable object asset.
  • Getting our beginning customer greeting setup and functioning.
  • Part 2: Finishing up the Dialogue Controller, using Scriptable Objects to hold the dialogue data, and setting up camera functionality.







  • Cash register ykey