Game Development Reference
In-Depth Information
The Poster class features a public member variable Notifications , which keeps a reference to the
NotificationsManager object in memory. By default, this variable is assigned and null. We should
assign this variable a value directly from the Unity Object Inspector. To do this, simply drag and drop
the Camera object (or Empty object), with the NotificationsManager component attached, from the
Hierarchy panel and into the Notifications slot in the Object Inspector, when the obj_Poster object
is selected. This completes the assignment (see Figure 3-11 ). Notice that Unity is smart enough
to detect which component on the source GameObject should be assigned to the Notifications
variable in the Object Inspector.
Figure 3-11. Assigning the NotificationsManager instance to the Notifications variable of class Poster, using the Object Inspector
Note For more information on the Unity Input class, see the online documentation at
http://docs.unity3d.com/Documentation/ScriptReference/Input.html .
We'll also need to create an additional script for the Listener object, which should register with the
NotificationsManager for keyboard events, and then respond to them when they occur. The Listener
script can be seen in Listing 3-15.
Listing 3-15. Responding to Keyboard Events with a Listener (Listener.cs)
01 using UnityEngine;
02 using System.Collections;
03
04 public class Listener : MonoBehaviour
05 {
06 //Reference to gloabl Notifications Manager
07 public NotificationsManager Notifications = null;
08
 
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