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Procedural Content Generation for Unity Game Development

You're reading from   Procedural Content Generation for Unity Game Development Harness the power of procedural content generation to design unique games with Unity

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781785287473
Length 260 pages
Edition 1st Edition
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Author (1):
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Ryan Watkins Ryan Watkins
Author Profile Icon Ryan Watkins
Ryan Watkins
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Toc

Fighting the enemy


For this feature, we will need to modify the way the player interacts with his environment one last time. We initially implemented the player Update function to interact with only wall tiles. We then needed the player to interact with chest tiles so we forced our AttemptMove function to take a wall type on the world board and a chest type on the Dungeon Board. We have yet another tile type that the player can interact with.

We will need to devise a new system that will extract the type of tile the player is interacting with and call AttemptMove correctly. This won't be too difficult though. The changes we need to make will take place in the Player.cs script, so open that up for editing. Then, take a look at Code Snip 7.8 to see what has changed:

1 private void Update () {
2   if(!GameManager.instance.playersTurn) return;
3   int horizontal = 0;
4   int vertical = 0;
5   bool canMove = false;
6   horizontal = (int) (Input.GetAxisRaw ("Horizontal"));
7   vertical = (int) ...
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