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Mastering Unity 2017 Game Development with C#

You're reading from   Mastering Unity 2017 Game Development with C# Create professional games with solid gameplay features and professional-grade workflow

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Product type Paperback
Published in Oct 2017
Publisher
ISBN-13 9781788479837
Length 568 pages
Edition 2nd Edition
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Author (1):
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Alan Thorn Alan Thorn
Author Profile Icon Alan Thorn
Alan Thorn
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Table of Contents (9) Chapters Close

Preface 1. Preparation and Asset Configuring 2. Level Design and Structure FREE CHAPTER 3. Player Controls - Movement 4. Player Controls - Typing and Health 5. Enemies and Artificial Intelligence 6. Project Management and Version Control 7. Persistent Data - Load and Save Game States 8. Performance, Optimization, Mobiles, and More

Health and damage

Next up, we consider health and damage. Health is an interesting property, especially because it is abstract, that is, many characters have health: the player character and enemies, including the zombies. Though zombies are neither alive nor dead, but are undead, they still normally have an equivalent metric corresponding to health. When that property or resource is exhausted for any character, they expire, die, or are removed from the game. Due to the generic quality of health, it's a good idea to code it once so that it can be applied limitlessly as a component to any entity that has that property. For this reason, we'll create a Health class. Consider the following full source code and the comments that follow it:

//------------------------------------ 
using UnityEngine; 
using System.Collections; 
using UnityEngine.EventSystems; 
using UnityEngine...
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