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Hands-On Unity 2020 Game Development

You're reading from   Hands-On Unity 2020 Game Development Build, customize, and optimize professional games using Unity 2020 and C#

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Product type Paperback
Published in Jul 2020
Publisher Packt
ISBN-13 9781838642006
Length 580 pages
Edition 1st Edition
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Author (1):
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Nicolas Alejandro Borromeo Nicolas Alejandro Borromeo
Author Profile Icon Nicolas Alejandro Borromeo
Nicolas Alejandro Borromeo
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Table of Contents (24) Chapters Close

Preface 1. Chapter 1: Designing a Game from Scratch 2. Chapter 2: Setting Up Unity FREE CHAPTER 3. Chapter 3: Working with Scenes and GameObjects 4. Chapter 4: Grayboxing with Terrain and ProBuilder 5. Chapter 5: Importing and Integrating Assets 6. Chapter 6: Materials and Effects with URP and Shader Graph 7. Chapter 7: Visual Effects with Particle Systems and VFX Graph 8. Chapter 8: Lighting Using the Universal Render Pipeline 9. Chapter 9: Fullscreen Effects with postprocessing 10. Chapter 10: Sound and Music Integration 11. Chapter 11: User Interface Design 12. Chapter 12: Creating Animations with Animator, Cinemachine, and Timeline 13. Chapter 13: Introduction to Unity Scripting with C# 14. Chapter 14: Implementing Movement and Spawning 15. Chapter 15: Physics Collisions and Health System 16. Chapter 16: Win and Lose Conditions 17. Chapter 17: Scripting the UI, Sounds, and Graphics 18. Chapter 18: Implementing Game AI for Building Enemies 19. Chapter 19: Scene Performance Optimization 20. Chapter 20: Building the Project 21. Chapter 21: Finishing Touches 22. Chapter 22: Augmented Reality in Unity 23. Other Books You May Enjoy

Adding final details

We have two things missing here, the Enemy is not shooting any bullets and it doesn't have animations. Let's start fixing the shooting by doing the following:

  1. Add a bulletPrefab field of the GameObject type to our EnemyFSM script and a float field called fireRate.
  2. Create a function called Shoot and call it inside AttackBase and AttackPlayer:

    Figure 18.39 – Shooting function calls

  3. In the Shoot function, put a similar code as the one used in the PlayerShooting script to shoot bullets at a specific fire rate, as in the following screenshot. Remember to set the Enemy layer in your Enemy Prefab, in case you didn't before, to prevent the bullet from damaging the Enemy itself. You might also want to raise the AI script a little bit to shoot bullets in another position or, better, add a shootPoint transform field and create an empty Object in the Enemy to use as a spawn position. If you do that, consider making the empty Object to not...
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