Setting up our EnemySpawner and Enemy scripts
In this section, we are going to make a start on our EnemySpawner
script and game object. The purpose of the EnemySpawner
script is to have a game object spawn an enemy game object a series of times at a set rate. As soon as our testLevel
scene begins, our enemy spawners will start releasing enemies. It will then be up to the enemies to move to the left of the screen. This is fairly simple, and as mentioned briefly in the previous section, the EnemySpawner
uses the same interface
and scriptable object as the PlayerSpawner
to instantiate
enemies. Let's start by creating our EnemySpawner
script:
- In the Project window in the Unity Editor, create a script in the
Assets/Scripts
folder with the filenameEnemySpawner
. - Open the script and enter the following code:
using System.Collections; using UnityEngine;
As usual, we are using the default UnityEngine
library.
We are also going to be using another library, called System.Collections
. This is required when we come to use Coroutines
, which will be explained later in this section.
- Next, we will check/enter the class name and its inheritance:
public class EnemySpawner : MonoBehaviour {
Make sure the class is named EnemySpawner
and that it also inherits MonoBehaviour
by default.
- Following this, add four global variables to the
EnemySpawner
script:[SerializeField] SOActorModel actorModel; [SerializeField] float spawnRate; [SerializeField] [Range(0,10)] int quantity; GameObject enemies;
All variables entered in the previous code have an accessibility level of private
, and all of the variables apart from the enemies
variable have a SerializeField
and a Range
attribute of between 0
to 10
applied. The reason for this is so that we or other designers can easily change the spawn rate and quantity of enemies from our EnemySpawner
in the Inspector window, as shown in the following screenshot:
- Now, let's enter Unity's
Awake
function along with some content:void Awake() { enemies = GameObject.Find("_Enemies"); StartCoroutine(FireEnemy(quantity, spawnRate)); }
Inside the Awake
function, we make an instance from the empty _Enemies
game object divider and store it in the enemies
variable.
The second line of code inside our Awake
function is a StartCoroutine
.
Important Information
StartCoroutine()
and IEnumerator
go hand in hand with each other. They act similarly to a method, taking parameters and running the code inside it. The main difference with coroutines is that they can be delayed by frame updates or time. You can consider them a more advanced version of Unity's own Invoke
function.
To find out more about coroutines and how to implement them in IEnumerator
instances, check Unity's documentation at https://docs.unity3d.com/ScriptReference/MonoBehaviour.StartCoroutine.html.
This will be used to run our method of creating an enemy, but as you may also notice, it takes two parameters. The first is the quantity
of enemies it holds and the second is the spawnRate
, which delays each spawned enemy.
- Next, in our
EnemySpawner
script, we have theFireEnemy
, which will be used to run a cycle of creating and positioning each enemy, before waiting to repeat the process. - Next, below and outside of the
Awake
function, we can add ourIEnumerator
:IEnumerator FireEnemy(int qty, float spwnRte) { for (int i = 0; i < qty; i++) { GameObject enemyUnit = CreateEnemy(); enemyUnit.gameObject.transform.SetParent(this.transform); enemyUnit.transform.position = transform.position; yield return new WaitForSeconds(spwnRte); } yield return null; }
Inside the FireEnemy
IEnumerator
, we start a for
loop that will iterate over its qty
value.
Within the for
loop, the following is added:
- A method that we haven't covered yet, called
CreateEnemy
. The result ofCreateEnemy
will be turned into a game object instance calledenemyUnit
. - The
enemyUnit
is the enemy flying out of theEnemySpawner
game object. - Our
EnemySpawner
position is issued to ourenemyUnit
. - We then wait however many seconds the
spwnRte
value is set to. - Finally, the process is repeated up until the
for
loop has reached its total.
- Finally, below and outside of the
FireEnemy
IEnumerator
, add the following method:GameObject CreateEnemy() { GameObject enemy = GameObject.Instantiate(actorModel.actor) as GameObject; enemy.GetComponent<IActorTemplate>().ActorStats(actorModel); enemy.name = actorModel.actorName.ToString(); return enemy; } }
As we mentioned, there is a method called CreateEnemy
. Apart from the obvious, this method will do the following:
Instantiate
theenemy
game object from itsScriptableObject
asset.- Apply values to our enemy from its
ScriptableObject
asset. - Name the enemy game object from its
ScriptableObject
asset.
Don't forget to save the script.
We can now move on to the next section where we will create and prepare the EnemySpawner
with its game object.
Adding our script to the EnemySpawner game object
Finally, we need to attach our EnemySpawner
script to an empty game object so that we can use it in our testLevel
scene. To set up the EnemySpawner
game object, do the following:
- Create an empty game object and name it
EnemySpawner
. - As we did with the
_Player
andPlayerSpawner
, we need to move theEnemySpawner
game object inside the_Enemies
game object in the Hierarchy window. - After moving the
EnemySpawner
game object into the_Enemies
game object, we now need to update theEnemySpawner
game object's Transform property values in the Inspector window:
- Still in the Inspector window, click Add Component and type
EnemySpawner
until you see it in the list, and then click it.
Also, for a visual aid in the Scene window, it is recommended to add an Inspector icon to the EnemySpawner
game object, as we did with our PlayerSpawner
game object in the Creating the PlayerSpawner game object section.
The following screenshot shows the icon I gave to my EnemySpawner
:
We can now add an enemy to our Enemy Spawner along with the Spawn Rate and Quantity values specified in the Inspector window. The following screenshot shows an example of a filled-in EnemySpawner
game object with its script in the Inspector window:
We can now move on to creating our enemy script in the next section.
Setting up our enemy script
As with our player ship being created from the PlayerSpawner
, our first enemy will be created from its EnemySpawner
. The enemy script will hold similar variables and functions, but it will also have its own movement, similar to the PlayerBullet
moving along its x axis.
Let's make a start and create our enemy script:
- In the Project window of the Unity Editor, create a script in the
Assets/Scripts
folder with the filenameEnemyWave
. - Open the script and check/enter the following required library code at the top of the script:
using UnityEngine;
Like the majority of our classes, we require the UnityEngine
library.
- Check and enter the class name and its inheritance:
public class EnemyWave : MonoBehaviour, IActorTemplate {
We have a public class
named EnemyWave
that inherits MonoBehaviour
by default but also adds our IActorTemplate
interface.
- Within the
EnemyWave
class, enter the following global variables:int health; int travelSpeed; int fireSpeed; int hitPower; //wave enemy [SerializeField] float verticalSpeed = 2; [SerializeField] float verticalAmplitude = 1; Vector3 sineVer; float time;
The global variables for the EnemyWave
class are the top four variables updated with values from its ScriptableObject
asset. The other variables are specific to the enemy, and we have given two of these variables SerializeField
attributes for debugging purposes in the Inspector window.
- Add Unity's
Update
function along with its content:void Update () { Attack(); }
After the global variables, we add an Update
function containing an Attack
method.
- Add our
ScriptableObject
method,ActorStats
, and its content:public void ActorStats(SOActorModel actorModel) { health = actorModel.health; travelSpeed = actorModel.speed; hitPower = actorModel.hitPower; }
We have our ActorStats
method that takes in a ScriptableObject
SOActorModel
. This ScriptableObject
then applies the variable values it holds and applies them to the EnemyWave
script's variables.
- Still in the
EnemyWave
script, add theDie
method along with its content:public void Die() { Destroy(this.gameObject); }
Another familiar method if you have been following along is the Die
method, which is called when the enemy has been destroyed by the player.
- Add Unity's
OnTriggerEnter
function to theEnemyWave
script:void OnTriggerEnter(Collider other) { // if the player or their bullet hits you. if (other.tag == "Player") { if (health >= 1) { health -= other.GetComponent<IActorTemplate> ().SendDamage(); } if (health <= 0) { Die(); } } }
Unity's own OnTriggerEnter
function will check to see whether they have collided with the player and, if so, will send damage, and the enemy will destroy themselves with the Die
method.
- Continue and enter the
TakeDamage
andSendDamage
methods:public void TakeDamage(int incomingDamage) { health -= incomingDamage; } public int SendDamage() { return hitPower; }
Another common set of methods from the IActorTemplate
interface is to send and receive damage from the EnemyWave
script.
Next is the Attack
method, which controls the movement/attack of the enemy. This method is called in the Update
function on every frame.
With this attack, we will make the enemy move from right to left in a wavy animation (like a snake) instead of just going straight right to left. The following image shows our enemies moving from right to left in a wavy line:
- Enter the following
Attack
method code into theEnemyWave
script:public void Attack() { time += Time.deltaTime; sineVer.y = Mathf.Sin(time * verticalSpeed) * verticalAmplitude; transform.position = new Vector3(transform. position.x + travelSpeed * Time.deltaTime, transform.position.y + sineVer.y, transform.position.z); }}
The Attack
method starts with Time.deltaTime
being collected in a float
variable labeled time
.
We then use a premade function from Unity that returns a sine (https://docs.unity3d.com/ScriptReference/Mathf.Sin.html) using our time
variable, multiplied by a set speed from the verticalSpeed
variable, followed by the result being multiplied by verticalAmplitude
.
The end result is stored in the Vector3
y axis. What this basically does is make our enemy ship move up and down. The verticalSpeed
parameter sets its speed and verticalAmplitude
alters how far it goes up and down.
Then, we do a similar task to what we did with the PlayerBullet
to make the enemy ship move along the x axis, and we also add a sine calculation to its Y
position for it to move up and down.
Make sure to save the script before we wind down this chapter.
Before we summarize, click Play in the Editor, and hopefully, if all is well, you will have a player ship that you will be able to fly around within the boundaries of the Game window's aspect ratio; enemies will come floating into the screen and move from right to left; you will be able to destroy these enemies with your bullets. These enemies will also be able to destroy you if they make contact with you. Finally, our Hierarchy window is all neat and well-structured both before and after playing our game. The following screenshot shows what I have just explained:
You have done so much already! The good news is that you've just conquered one of the biggest chapters in the book – quite sneaky of me, I know. But we already have the backbone of our game, and most importantly, we've covered a good chunk of the Unity Programmer exam.
Understandably, you may have come across some possible issues on the way, and you may feel stuck. Don't worry if this is the case – check the Complete
folder for this chapter to load up the Unity project and compare the code in that folder with your own to double-check. Make sure you have the right game objects in your scene, check that the right game objects are tagged, check the radius size of your Sphere colliders, and if you have any errors or warnings appear in the Console window, double-click them, and they will take you to the code that's causing the issue.
Let's wrap up this chapter and talk about our game so far.