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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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Toc

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?

Techniques we learnt in this chapter


If you have reached this point of the chapter and book, it means that your game is completed. Let's recap what we have learnt in terms of techniques, instead of topics:

  • Inheritance: We have implemented our trading system by using inheritance, and this gave us the possibility to explore it. In particular, we learnt a bit more about:

    • Abstract classes and methods: So that their full implementation is left to child classes

    • Protected variables: Which can be seen by some scripts but not all of them

    • UI handlers: Can be automatically linked to have an interaction with the UI without settings events in the Inspector

  • Interaction between mouse and camera: To implement the placing script, we needed to transform the mouse coordinates into game coordinates.

  • Enabling/disabling scripts: To implement functionalities, always in the placing script, we learnt how it is possible to disable and enable scripts to trigger functionalities when they are needed.

  • Storing information:...

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