Now that we have the ball and paddles working we can code the point system for our game. Let’s get started by creating a new C# script. Add it to your Scripts folder and call it GameController then open it up. Once opened, we will begin by adding a few namespaces up at the top.
UnityEngine.UI
UnityEngine.SceneMenagement
Now we need to create the variables we will need for this script and here are the ones we’ll need
public static GameController instance;
public bool inPlay = false;
bool gameOver = false;
public int scoreOne;
public int scoreTwo;
[SerializeField] int scoreToWin;
public Text textOne;
public Text textTwo;
[SerializeField] GameObject gameOverPanel;
[SerializeField] Text winnerText;
We now need to initialize the instance variable of this script. This will be done in the OnEnable function. At this point, we can now go back to our BallController script and make it so points are added when a player scores. At the bottom of the BallController script, we will add the special OnTriggerEnter2D function. Inside this function, we will add two of the same if statements. The first will be for if the ball enters player 1’s endzone and the other will be for player 2’s. Inside these, if statements we want to first access the scoreOne or scoreTwo variables from the GameController instance that increment it by 1. We then need to update the display for these scores and finally, we can set inPlay and setSpeed to false and reset the ball. Now save this script and go back to the GameController script.
void OnTriggerEnter2D(Collider2D other) { if(other.tag == "EndOne") { GameController.instance.scoreOne ++; GameController.instance.textOne.text = GameController.instance.scoreOne.ToString(); GameController.instance.inPlay = false; setSpeed = false; myRb.velocity = Vector2.zero; this.transform.position = Vector2.zero; } else if(other.tag == "EndTwo") { GameController.instance.scoreTwo++; GameController.instance.textTwo.text = GameController.instance.scoreTwo.ToString(); GameController.instance.inPlay = false; setSpeed = false; myRb.velocity = Vector2.zero; this.transform.position = Vector2.zero; } }
using Photon.Chat; using Photon.Pun; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class PhotonChatManager : MonoBehaviour, IChatClientListener { #region Setup [SerializeField] GameObject joinChatButton; ChatClient chatClient; bool isConnected; [SerializeField] string username; public void UsernameOnValueChange(string valueIn) { username = valueIn; } public void ChatConnectOnClick() { isConnected = true; chatClient = new ChatClient(this); //chatClient.ChatRegion = "US"; chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username)); Debug.Log("Connenting"); } #endregion Setup #region General [SerializeField] GameObject chatPanel; string privateReceiver = ""; string currentChat; [SerializeField] InputField chatField; [SerializeField] Text chatDisplay; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { if (isConnected) { chatClient.Service(); } if (chatField.text != "" && Input.GetKey(KeyCode.Return)) { SubmitPublicChatOnClick(); SubmitPrivateChatOnClick(); } } #endregion General #region PublicChat public void SubmitPublicChatOnClick() { if (privateReceiver == "") { chatClient.PublishMessage("RegionChannel", currentChat); chatField.text = ""; currentChat = ""; } } public void TypeChatOnValueChange(string valueIn) { currentChat = valueIn; } #endregion PublicChat #region PrivateChat public void ReceiverOnValueChange(string valueIn) { privateReceiver = valueIn; } public void SubmitPrivateChatOnClick() { if (privateReceiver != "") { chatClient.SendPrivateMessage(privateReceiver, currentChat); chatField.text = ""; currentChat = ""; } } #endregion PrivateChat #region Callbacks public void DebugReturn(DebugLevel level, string message) { //throw new System.NotImplementedException(); } public void OnChatStateChange(ChatState state) { if(state == ChatState.Uninitialized) { isConnected = false; joinChatButton.SetActive(true); chatPanel.SetActive(false); } } public void OnConnected() { Debug.Log("Connected"); joinChatButton.SetActive(false); chatClient.Subscribe(new string[] { "RegionChannel" }); } public void OnDisconnected() { isConnected = false; joinChatButton.SetActive(true); chatPanel.SetActive(false); } public void OnGetMessages(string channelName, string[] senders, object[] messages) { string msgs = ""; for (int i = 0; i < senders.Length; i++) { msgs = string.Format("{0}: {1}", senders[i], messages[i]); chatDisplay.text += "\n" + msgs; Debug.Log(msgs); } } public void OnPrivateMessage(string sender, object message, string channelName) { string msgs = ""; msgs = string.Format("(Private) {0}: {1}", sender, message); chatDisplay.text += "\n " + msgs; Debug.Log(msgs); } public void OnStatusUpdate(string user, int status, bool gotMessage, object message) { throw new System.NotImplementedException(); } public void OnSubscribed(string[] channels, bool[] results) { chatPanel.SetActive(true); } public void OnUnsubscribed(string[] channels) { throw new System.NotImplementedException(); } public void OnUserSubscribed(string channel, string user) { throw new System.NotImplementedException(); } public void OnUserUnsubscribed(string channel, string user) { throw new System.NotImplementedException(); } #endregion Callbacks }
Now we need to create a new function for when the game is over. This will be a void function called Winner. Inside this function, we will first check for if the gameOver variable is false. We will then check to compare the player’s scores with the scoreToWin variable. If scoreOne is great or equal we will then set gameOver to true, set the winnerText variable to display that “Player 1 Wins”, and activate the gameOverPanel. If scoreTwo is greater or equal, we will then do the same things but set the winnerText to be “Player 2 Wins”. Once you have this make sure you call this function within the Update function and then save all your scripts and go back to Unity.
using UnityEngine; using UnityEngine.UI; using UnityEngine.SceneManagement; public class GameController : MonoBehaviour { public static GameController instance; public bool inPlay = false; bool gameOver = false; public int scoreOne; public int scoreTwo; [SerializeField] int scoreToWin; public Text textOne; public Text textTwo; [SerializeField] GameObject gameOverPanel; [SerializeField] Text winnerText; private void OnEnable() { instance = this; } // Update is called once per frame void Update () { Winner(); } void Winner() { if(!gameOver) { if(scoreOne >= scoreToWin) { gameOver = true; winnerText.text = "Player 1 Wins"; gameOverPanel.SetActive(true); } if(scoreTwo >= scoreToWin) { gameOver = true; winnerText.text = "Player 2 Wins"; gameOverPanel.SetActive(true); } } } }
using Photon.Chat; using Photon.Pun; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class PhotonChatManager : MonoBehaviour, IChatClientListener { #region Setup [SerializeField] GameObject joinChatButton; ChatClient chatClient; bool isConnected; [SerializeField] string username; public void UsernameOnValueChange(string valueIn) { username = valueIn; } public void ChatConnectOnClick() { isConnected = true; chatClient = new ChatClient(this); //chatClient.ChatRegion = "US"; chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username)); Debug.Log("Connenting"); } #endregion Setup #region General [SerializeField] GameObject chatPanel; string privateReceiver = ""; string currentChat; [SerializeField] InputField chatField; [SerializeField] Text chatDisplay; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { if (isConnected) { chatClient.Service(); } if (chatField.text != "" && Input.GetKey(KeyCode.Return)) { SubmitPublicChatOnClick(); SubmitPrivateChatOnClick(); } } #endregion General #region PublicChat public void SubmitPublicChatOnClick() { if (privateReceiver == "") { chatClient.PublishMessage("RegionChannel", currentChat); chatField.text = ""; currentChat = ""; } } public void TypeChatOnValueChange(string valueIn) { currentChat = valueIn; } #endregion PublicChat #region PrivateChat public void ReceiverOnValueChange(string valueIn) { privateReceiver = valueIn; } public void SubmitPrivateChatOnClick() { if (privateReceiver != "") { chatClient.SendPrivateMessage(privateReceiver, currentChat); chatField.text = ""; currentChat = ""; } } #endregion PrivateChat #region Callbacks public void DebugReturn(DebugLevel level, string message) { //throw new System.NotImplementedException(); } public void OnChatStateChange(ChatState state) { if(state == ChatState.Uninitialized) { isConnected = false; joinChatButton.SetActive(true); chatPanel.SetActive(false); } } public void OnConnected() { Debug.Log("Connected"); joinChatButton.SetActive(false); chatClient.Subscribe(new string[] { "RegionChannel" }); } public void OnDisconnected() { isConnected = false; joinChatButton.SetActive(true); chatPanel.SetActive(false); } public void OnGetMessages(string channelName, string[] senders, object[] messages) { string msgs = ""; for (int i = 0; i < senders.Length; i++) { msgs = string.Format("{0}: {1}", senders[i], messages[i]); chatDisplay.text += "\n" + msgs; Debug.Log(msgs); } } public void OnPrivateMessage(string sender, object message, string channelName) { string msgs = ""; msgs = string.Format("(Private) {0}: {1}", sender, message); chatDisplay.text += "\n " + msgs; Debug.Log(msgs); } public void OnStatusUpdate(string user, int status, bool gotMessage, object message) { throw new System.NotImplementedException(); } public void OnSubscribed(string[] channels, bool[] results) { chatPanel.SetActive(true); } public void OnUnsubscribed(string[] channels) { throw new System.NotImplementedException(); } public void OnUserSubscribed(string channel, string user) { throw new System.NotImplementedException(); } public void OnUserUnsubscribed(string channel, string user) { throw new System.NotImplementedException(); } #endregion Callbacks }
Inside Unity, create a new empty object called GameController and attach the new script to this object. You will then need to set the variables of this script.
Now you can test your project and you should be able to see the score increase when the players score points. You should also be able to see the gameOverPanel activate when a player’s score reaches the scoreToWin value.