So with a my First-Person Controller and Projectile working...ahem...perfectly...hack (*sorry, fibbing dries out my throat), it was time to generate a shopping list for my FPS shopping simulator. It didn't go as smoothly as I anticipated.
A colleague is currently in school for video game development and wants to focus on UI. I asked if she would like to help on the shopping list element (which I would like to be much fancier than what I accomplished), until she can beef it up--I just wanted it working.
I decided to give the player 8 items to find.
...You know...because...
And I thought for replay, the items should be random. So I needed:
1. The Game needs to pick 8 items at random from a pool.
2. Generate a UI list on screen of those 8 randomly chosen items.
3. Calculate a budget for the player.
4. Keep tabs of the total cost of all items in the shopping cart and track whether we're staying in budget.
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| Look at all those items on the shelves! |
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| Public Variables -- AMAZING! |
I then created a simple script to hold properties for each object so that I could utilize them within scripts. I think the properties are pretty self explanatory, unless you've never worked retail--then Sku might be confusing. It's usually just a number (different from the UPC) that represents the product within the retailer's database.
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| Such shopping carts |
I forgot to mention. I also made a shopping cart. It's just sprites and invisible collision boxes. I also put a trigger box inside the cart to keep track of what items where falling inside of it. So it's on this trigger box that I decided to create my list.
To Generate my shopping list I created a list and placed every single shopping item's prefab into it, and then I created another list that would eventually become my shopping list. I used a For Loop to randomly pick 8 elements from my product pool and added them to my shopping list. I had to use .remove to take the chosen items out of the first list so they would not be accidentally chosen twice. I then set each item chosen to a UI Text object. It worked pretty flawlessly!
Here's a brief sample of the script I used to create the list. You'll also see that I calculate a budget for the player. After the objects are chosen, I cycle through them and get all their prices. I add those prices up and multiply them by 1.10 to make the budget 110% of the cost of all the required; which can be adjusted if needed.




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