Classes
Tutorial
·
Beginner
·
+10XP
·
10 mins
·
(2129)
Unity Technologies

How to use Classes to store and organize your information, and how to create constructors to work with parts of your class.
This tutorial is included in the Beginner Scripting project.
Previous: Data Types
Next: Instantiate
Languages available:
1. Classes
SingleCharacterScript
using UnityEngine;
using System.Collections;
public class SingleCharacterScript : MonoBehaviour
{
public class Stuff
{
public int bullets;
public int grenades;
public int rockets;
public Stuff(int bul, int gre, int roc)
{
bullets = bul;
grenades = gre;
rockets = roc;
}
}
public Stuff myStuff = new Stuff(10, 7, 25);
public float speed;
public float turnSpeed;
public Rigidbody bulletPrefab;
public Transform firePosition;
public float bulletSpeed;
void Update ()
{
Movement();
Shoot();
}
void Movement ()
{
float forwardMovement = Input.GetAxis("Vertical") * speed * Time.deltaTime;
float turnMovement = Input.GetAxis("Horizontal") * turnSpeed * Time.deltaTime;
transform.Translate(Vector3.forward * forwardMovement);
transform.Rotate(Vector3.up * turnMovement);
}
void Shoot ()
{
if(Input.GetButtonDown("Fire1") && myStuff.bullets > 0)
{
Rigidbody bulletInstance = Instantiate(bulletPrefab, firePosition.position, firePosition.rotation) as Rigidbody;
bulletInstance.AddForce(firePosition.forward * bulletSpeed);
myStuff.bullets--;
}
}
}
Inventory
using UnityEngine;
using System.Collections;
public class Inventory : MonoBehaviour
{
public class Stuff
{
public int bullets;
public int grenades;
public int rockets;
public float fuel;
public Stuff(int bul, int gre, int roc)
{
bullets = bul;
grenades = gre;
rockets = roc;
}
public Stuff(int bul, float fu)
{
bullets = bul;
fuel = fu;
}
// Constructor
public Stuff ()
{
bullets = 1;
grenades = 1;
rockets = 1;
}
}
// Creating an Instance (an Object) of the Stuff class
public Stuff myStuff = new Stuff(50, 5, 5);
public Stuff myOtherStuff = new Stuff(50, 1.5f);
void Start()
{
Debug.Log(myStuff.bullets);
}
}
MovementControls
using UnityEngine;
using System.Collections;
public class MovementControls : MonoBehaviour
{
public float speed;
public float turnSpeed;
void Update ()
{
Movement();
}
void Movement ()
{
float forwardMovement = Input.GetAxis("Vertical") * speed * Time.deltaTime;
float turnMovement = Input.GetAxis("Horizontal") * turnSpeed * Time.deltaTime;
transform.Translate(Vector3.forward * forwardMovement);
transform.Rotate(Vector3.up * turnMovement);
}
}
Shooting
using UnityEngine;
using System.Collections;
public class Shooting : MonoBehaviour
{
public Rigidbody bulletPrefab;
public Transform firePosition;
public float bulletSpeed;
private Inventory inventory;
void Awake ()
{
inventory = GetComponent<Inventory>();
}
void Update ()
{
Shoot();
}
void Shoot ()
{
if(Input.GetButtonDown("Fire1") && inventory.myStuff.bullets > 0)
{
Rigidbody bulletInstance = Instantiate(bulletPrefab, firePosition.position, firePosition.rotation) as Rigidbody;
bulletInstance.AddForce(firePosition.forward * bulletSpeed);
inventory.myStuff.bullets--;
}
}
}