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Unity 4.x Game Development by Example: Beginner's Guide

You're reading from   Unity 4.x Game Development by Example: Beginner's Guide A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 4.x

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849695268
Length 572 pages
Edition 3rd Edition
Languages
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Author (1):
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Ryan Henson Creighton Ryan Henson Creighton
Author Profile Icon Ryan Henson Creighton
Ryan Henson Creighton
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Table of Contents (22) Chapters Close

Unity 4.x Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. That's One Fancy Hammer! FREE CHAPTER 2. Let's Start with the Sky 3. Game #1 – Ticker Taker 4. Code Comfort 5. Game #2 – Robot Repair 6. Game #2 – Robot Repair Part 2 7. Don't Be a Clock Blocker 8. Hearty Har Har 9. Game #3 – The Break-Up 10. Game #3 – The Break-Up Part 2 11. Game #4 – Shoot the Moon 12. Game #5 – Kisses 'n' Hugs 13. AI Programming and World Domination 14. Action! Appendix Index

Time for action – tweak the hero


There are a few changes we should make to the HeroShip Script (formerly the Character Script) to suit our new game. Let's do it:

  1. Open the HeroShip Script.

  2. Delete the else if condition handling the steins. Get rid of everything in this snippet in bold:

    if(col.gameObject.tag == "bomb")
    {
        audio.PlayOneShot(explosionSound);
        Instantiate(explosion, col.gameObject.transform.position,
            Quaternion.identity);
    } else if (col.gameObject.tag == "stein") {
        animation.Play("catch"); // Ima catch that stein!
    }
    

    Shoot the Moon doesn't have beer steins, so we can safely kill this chunk.

  3. Delete all of the code controlling the character model animation. Get rid of this whole section in bold:

    if(lastX != transform.position.x) {
        // x values between this Update cycle and the last one
        // aren't the same! That means the player is moving the // mouse.
        if(!isMoving) {
          // the player was standing still.
          // Let's flag him to "isMoving"
          isMoving...
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