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Getting Started with Unity 5.x 2D Game Development

You're reading from   Getting Started with Unity 5.x 2D Game Development Enter the world of 2D Game development with Unity 5.x

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781784397173
Length 478 pages
Edition 1st Edition
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Author (1):
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Francesco Sapio Francesco Sapio
Author Profile Icon Francesco Sapio
Francesco Sapio
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Table of Contents (9) Chapters Close

Preface 1. A Flat World in Unity FREE CHAPTER 2. Baking Cupcake Towers 3. Communicating with the Player – the User Interface 4. No Longer Alone – Sweet-Toothed Pandas Strike 5. The Secret Ingredient Is a Dash of Physics 6. Through a Sea of Sprinkles – Navigation in Artificial Intelligence 7. Trading Cupcakes and the Ultimate Battle for the Cake – Gameplay Programming 8. What Is beyond the Cake?

Placing the towers


Once the player has bought a cupcake tower, he or she should be able to decide where to place it. This section will explore how to implement this mechanism, which may be simple, but requires you pay attention to many things.

Sketching the idea of how it works

There are many ways in which we can implement this system, but we will use colliders and a second script on the cupcake tower. As a result, you will also be able to learn new ways to handle situations in which information should be exchanged among the different game elements.

In particular, we will define some areas where it is allowed to place a tower, and we will do this through the use of colliders. Then, the game manager registers if the pointer of the player is within allowed areas. A second script, attached to the cupcake towers, uses this information from the game manager to actually allow the player to place cupcake towers. Moreover, once the tower is placed, the script attaches a collider to the cupcake tower...

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