Monday, 18 May 2015

Personal and Professional Practice 3: 'Engage' Studio Brief - Unity Scripting Tutorials

Recently I have become even more interested and involved with scripting, especially during Extended Practice as we scripted our whole game ourselves, and I took the lead with my level and the hub world and gave Sophie a few scripts in order to get everything done on time. Below are the notes that I took from watching about 5 of the tutorials on the Unity website. I now hope to continue working through them, but they really helped me understand the basics of scripting and I was able to then use these in my final project throughout uni.

Scripts as Behaviour Components
What are scripts in Unity? Learn about the behaviour component  that is Unity script and how to create and attach them to objects.

So today I really wanted to begin to look at how Unity scripting really works. After the small tutorial taken by Steve a couple of weeks ago I was really interested in how it can be used in Unity to alter the game objects even more. Now that I am getting to that very late stage in my project I really want to start thinking about how I can use it effectively in my final piece and how I can also do some more tests with it to alter weather in Unity.

Scripts can be applied to any object. they have an example cube that can fall to the floor in their scene and this has a rigid body on it which means that the physics on it make it fall as if gravity where affecting it. It also has an example script on it which changes the colour of the cube, a part of it being:
gameObject.renderer.material.color= Colour.red;

To begin with we have the game objects which is the object in the scene that the script is attached to, this shows the script what it is affecting. We then have the renderer which is the mesh on the object, in this case it is a mesh renderer. We then have the material which is applied to the mesh renderer, and the colour is the property that we are changing on the material, in this case the colour of it. The ending is simply what we are changing the colour too and in this case it is simply red, as this is a colour it knows.

We can also add a whole script that allows us to change aspects of the game. We can create scripts in Unity by right clicking in the projects area selecting an already existing script or creating a new one. This script can then be taken from the asset folder and added to the objects directly by clicking and dragging. It can also be added in by opening a new component. The last way they can be added is selecting the object and then choose scripts under the components menu at the top of the screen.
The whole script is featured below and this is a very useful one that can be used for changing the colour of the game object. With this basis, you can start to see how the cube properties can be affected in Unity and through more understanding I can begin to look at how other things can be changed.

using UnityEngine;
using System.Collections;
public class ExampleBehaviourScript : MonoBehaviour
{
    void Update ()
    {
        if(Input.GetKeyDown(KeyCode.R))
        {
            gameObject.renderer.material.color = Color.red;
        }
        if(Input.GetKeyDown(KeyCode.G))
        {
            gameObject.renderer.material.color = Color.green;
        }
        if(Input.GetKeyDown(KeyCode.B))
        {
            gameObject.renderer.material.color = Color.blue;
        }
    }
}


Variable and Functions
What are variables and functions, and how do they store and process information for us?

I then moved onto the next tutorial on the Unity website. Variables are boxes that contain information and you need a different one for each bit of information. We can use an 'int' function which stands for an integer, a whole number. We can put this into a piece of code, give it a name and then also make it equal a value. 

int myInt = 5;

We can use a debug to be able to see how Unity reads the line of code, so when this, along with the start up script that is already in C# when you open up MonoDevelop, the computer will be able to debug the code and produce an answer. So if we add this to a game object and then run it, the debug menu will read it and then present us with the value of 5, as this is what we have told the integer to be. When we debug we can also use other sums as well, like make the debug run that integer but then multiply the number by 2, and we will be presented with 10.

To do something more detailed with the code we need to add in a function, or a method. A function will take our boxes and then give us boxes back, and this is known as 'return'.  When we make a function that doesn't give anything back, the type is 'void'. If we want it to return something to us, we have to change the setup slightly.

We will use curly brackets around the function so that it is all stored together. What we can see in the script below is that we have started with this statement that says the integer in here is called myInt and it has a value of 5. We have then started the void function, by telling it to start. We have then said that myInt is equal to the value of this function MultiplyByTwo(myInt). The computer does not know what the value or equation of MultiplyByTwo is, only that myInt has the value of 5, so below we have to tell the computer.

You can then see that we have expanded and told the computer what the function MultiplybyTwo means. We have created a new integer, and told it that we are going to be using another number with it, which is the integer in the brackets next to it. We have just called this number for now as we are going to be feeding another number into it later on. We have then used curly brackets to define that the value of MultiplyByTwo is. We have created this next integer and called it ret, the shortened word for return to that we know it's going to be returning information to us. We have then given 'ret' a value, in this case multiply by two, and we have finished off with the return function, so that the computer knows the values need to be returned.

We now have this whole function working, and above the Debug.log we can see that we are taking myInt and making it equal to the MultiplyByTwo function and using the myInt value again so that it has a figure to base the equation off.

This was very confusing for me to get my head around, but when expanding the function and code like this, it helped me to understand the different stages to how it works and why we need the different parts of code in order for the whole thing to work., and work successfully.

using UnityEngine;
using System.Collections;
public class VariablesAndFunctions : MonoBehaviour
{  
    int myInt = 5;
   
        void Start ()
    {
        myInt = MultiplyByTwo(myInt);
        Debug.Log (myInt);
    }
   
    int MultiplyByTwo (int number)
    {
        int ret;
        ret = number * 2;
        return ret;
    }
}


Conventions and Syntax
Learn about some basic conventions and syntax of writing code - dot operators, semi-colons, indentations and commenting.

Syntax simply means the structure of the language. The dot operator works like writing the line of an address, each is on a different line, and it allows Unity to break up the elements, for example we have below a piece of script which has a Debug.Log function it, you can see that each part is separated by dot operators. This is helping Unity to break it up further as there are different elements to each one. Transform has the three different movements, position, rotate and scale associated with it, so we need to state which one we are doing, in this case moving the position. Then again, position has 3 different possible axis that the object can move to, x, y and z, in this case we are moving it in the x axis and we have chosen all this by using the dot operator.

The next piece of syntax we have is the semi-colon. The semi-colon is used to terminate statements, which is why they are at the end of a statement. They do not need to be at the end of curly brackets or pieces of code that are an if statement for example.

Indenting is an important part of writing code that makes it both presentable and legible. It really just helps to ensure that everything matches up well. We can do this easily by holding shift and pressing tab, this will indent the lines selected by 1 at a time, making it simple to read down the page, as seen below.

Finally comments can be used in a very simple way that has many different functions. They can be used simply to leave messages to other people in our code, like if our working with other people, or you can leave whole message in their as well. This is done by either using //, if you want to leave on line, or /* if you want to write over many lines, but must finished with */ otherwise the comment will go all over the code.  But this can be good if there is a part of the code that you want to disable to test certain parts of the code to see if their working. MonoDevelop is very helpful as it will also change the colour of the text to green so that you can easily see where you have comments in the code.

using UnityEngine;
using System.Collections;

public class BasicSyntax : MonoBehaviour
{
    void Start ()
    {
        Debug.Log(transform.position.x);
       
        if(transform.position.y <= 5f)
        {
            Debug.Log ("I'm about to hit the ground!");
        }
    }
}


C# vs Javascript Syntax
Some of the core difference between C# and Javascript syntax in Unity.

First of all both of these scripts work equally well in running Unity  and it is very much up to you as to which one you use. Below are some of the main differences in the two from the tutorial on the Unity website.

C# scripts have the class declaration scripts shown but in Javascript they are hidden and you automatically write inside the class, in C# you just have to do everything inside of the first brackets.
C# starts with you declaring the type of variable that you are going to be using, e.g int, you then name it, e.g myInt, and then typically giving it a value, e.g =5. In Javascript the variable starts with using the keyword 'var', we then name the variable, then we have the option to name the type of variable, e.g. int, and then we can give it a value, e.g =5.

A function declaration in C# starts with a start of variable that will return from the function, or the word void if we're not returning. So this starts with the variable, int, you name the function,  and then you have the parameters that are changed inside, like the second script that we worked on. In Javascript a function declaration starts with the keyword 'function' , we then name the function,  and then you add in the parameter list. Below is what they would look like in a script respectively.

C# = returnFunctionName(type parameterName)
JS = function FunctionName(parameterName:type) :return

The last key difference is the default access, so this is who can access the script, and this is important if more than one coder is working on them at the same time. The default for C# is private, and the default for JS is public.

If Statements
How to use IF statements to set conditions in your code.

Often in coding you will need your code make a decision based on a condition. Think about having a cup of coffee, when it's first made the water is too hot to drink but after letting it cool slightly, the coffee if just right to drink, but leave it too long and the coffee is too cold. We can use code to be able to explain how this could happen.

First of all we need to set the limits of the coffee temperature, so that the computer know what temp it has to be at what periods of time. We can do this with a float function so that when it reaches certain temps it will perform the void functions below with an update. After setting the parameters we can see that there is an IF statement, this first part simply shows us that when we hit the space bar, we can see the temperature of the coffee, which itself is a function. So the coffee temperature is delta time, which is the time in seconds from the last frame, so this will use the current frame rate of any computer instead of counting down actual seconds as some computer can have frame rate issues. We can see that after this we are multiplying the time rate by 5f which means that we are moving the frame rate on per frame instead of per second, just to speed it up.

We can next see that we are doing a void function and calling it TemperatureTest, this is then what is imputed into the update that tells us the temperature once we push space, but again, this is just an empty function so we need to define what is going to happen when space is pushed. We can provide the computer with an IF statement that essentially says it the coffee's temperature is greater than the hottest drinking temperature then print what is below.

We can then combat this with an else statement that will work with the IF statement and say, well if it's not too hot then do this instead. So we can then tell the computer to print coffee is too cold when the coffee temperature is less than the coldest drinking temperature. Then, what we can do, is add in a third option.

So as we have a higher than and a lower than option we need one in between so that when none of the other options work as the coffee is the right temperature we can add in the final else statement that simply reads just print that the coffee is right. We do not need parameters for this functions there is no figures it needs to be above or below it simply need to be any other option other than too hot or cold.

This is a really nice way to visualise how IF statements work and can be used, and simplifying them down to something that everyone can relate to. It's a really nice way of looking at it and I will definitely be trying to do this myself now that it's understandable.

using UnityEngine;
using System.Collections;

public class IfStatements : MonoBehaviour
{
    float coffeeTemperature = 85.0f;
    float hotLimitTemperature = 70.0f;
    float coldLimitTemperature = 40.0f;
   

    void Update ()
    {
        if(Input.GetKeyDown(KeyCode.Space))
            TemperatureTest();
       
        coffeeTemperature -= Time.deltaTime * 5f;
    }
   
   
    void TemperatureTest ()
    {
        if(coffeeTemperature > hotLimitTemperature)
        {
            print("Coffee is too hot.");
        }
        else if(coffeeTemperature < coldLimitTemperature)
        {
            print("Coffee is too cold.");
        }
        else
        {
            print("Coffee is just right.");
        }
    }
}

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