Game Development Reference
In-Depth Information
Debug.Log ("Player has full health");
}
The if-else statement
One variation of the if statement is the if-else statement. The if
statement performs a code block if its condition evaluates to true .
However, the if-else statement extends this. It would perform
an X code block if its condition is true and a Y code block if its
condition is false :
if(MyCondition)
{
//X - perform my code if MyCondition is true
}
else
{
//Y - perform my code if MyCondition is false
}
The switch statement
As we've seen, the if statement is useful to determine whether a single and specific
condition is true or false and to perform a specific code block on the basis of this.
The switch statement, in contrast, lets you check a variable for multiple possible
conditions or states, and then lets you branch the program in one of many possible
directions, not just one or two as is the case with if statements. For example, if
you're creating an enemy character that can be in one of the many possible states of
action ( CHASE , FLEE , FIGHT , HIDE , and so on), you'll probably need to branch your
code appropriately to handle each state specifically. The break keyword is used to
exit from a state returning to the end of the switch statement. The following code
sample 1-3 handles a sample enemy using enumerations:
01 using UnityEngine;
02 using System.Collections;
03
04 public class MyScriptFile : MonoBehaviour
05 {
06 //Define possible states for enemy using an enum
07 public enum EnemyState {CHASE, FLEE, FIGHT, HIDE};
08
 
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