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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?

Trading cupcake towers


In this section, we will see how to allow the player to trade towers. In particular, the player can either buy, sell, or upgrade a cupcake tower. Since these three actions have something in common, we will implement them by using inheritance. If you remember, we talked a bit about it in Chapter 2, Baking Cupcake Towers, but now we have the possibility of seeing it in action. As a result, along the way we will have a better understanding of abstract methods and static variables, since we will use them again.

In any case, each one of these trading actions that the player can perform are implemented separately. This is the structure we will implement:

Each of the child scripts can be attached to a UI element, and that will be transformed into a button to perform that specific action. Let's start with the parent class.

The trading parent class

Let's start to create a general class named TradeCupcakeTower, and open it with your favorite code editor.

Buying, selling, and upgrading...

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