Translating Number Wizard UI to BooDon’t forget that the project is attached to this lecture!. In translating Number Wizard UI from C# to Boo, we encounter no new features of the Boo lan
Trang 1Translating Number Wizard UI to Boo
Don’t forget that the project is attached to this lecture!
What’s new?
In translating Number Wizard UI from C# to Boo, we encounter no new features of the Boo language In particular, theNumberWizardBoo class is almost identical to the previous section’s solution We simply remove a few logging statements and re-order some of the execution to avoid some pitfalls Similarly, theLevelManagerclass we introduce
in this section translates to Boo in a straight forward manner The only thing worth noting is how we have access to the complete UnityEngine APIs from Boo, so the logic of the code is almost identical For example, accessing the UnityEngie.UInamespace is straight-forward
Worth noticing is that we correct a slight typo in the class naming from the C# codebase by changingNumberWizards
in the C# project toNumberWizard
That said, the effort to translate the project was not in the code translation, but in recreating the connections made in the editor, using drag and drop in the inspector For example, reconnecting the guessText object to the NumberWizard script in the Game scene Doing this methodically required going through every object in the scenes and checking for their missing scripts manually This is error prone and the compiler will rarely catch missing objects and null references for us This workload can potentially be reduced in two ways:
• Link and reference scripts programmatically instead of using the editor’s drag and drop
• Use Prefabs, which would allow scripts to be changed only on the prefab itself without the need to reconnect scene objects individually
In practice, translating an entire project is a rare undertaking, as most projects will use one main language or will keep old files as they are when switching to a new language and only translate them when they are being edited for another reason anyway, so the problems with scripts needing to be reconnected will be dealt with piecemeal or not
at all
For completeness, here are theNumberWizard.booand LevelManager.boofiles:
NumberWizard
import UnityEngine
import UnityEngine.UI
public class NumberWizard(MonoBehaviour):
public guessText as Text
private max = 1000
private min = 1
private guess as int
def Start():
StartGame()
def StartGame():
max = (max + 1)
NextGuess()
public def GuessHigher():
min = guess
NextGuess()
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public def GuessLower():
max = guess
NextGuess()
public def GuessCorrect():
StartGame()
private def NextGuess():
guess = Random.Range(min, max)
print(('Next guess is ' + guess))
guessText.text = guess.ToString()
LevelManager
import UnityEngine
public class LevelManager(MonoBehaviour):
public def LoadLevel(name as string):
Debug.Log(('New Level load: ' + name))
Application.LoadLevel(name)
public def QuitRequest():
Debug.Log('Quit requested')
Application.Quit()
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