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Mastering Unity 5.x

You're reading from   Mastering Unity 5.x Create amazing games with brilliant game play features using Unity 5.x

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Product type Paperback
Published in Jan 2017
Publisher Packt
ISBN-13 9781785880742
Length 592 pages
Edition 1st 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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Toc

Table of Contents (9) Chapters Close

Preface 1. Preparation and Asset-Configuring FREE CHAPTER 2. Level Design and Structure 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

Progressing with the Typer class


The Typer object (the root object) will be associated with a new class, defining its functionality. This class (the Typer class) will accept keyboard input and link that to a combat mechanic. We haven't yet developed any enemies to fight (like zombies), but this will be dealt with in forthcoming chapters. Consequently, we'll have reason to return to the Typer class later. As it stands, we can still link player input to important functionality already in place, such as UI animations and sound effects too. Let's begin with a new, empty class, as follows:

using System.Collections; 
 
public class Typer: MonoBehaviour  
{ 
} 

The first step in developing the Typer class is to build an extensible event framework. Events are critically important for the Typer because it must listen for a keypress (Events) and then relay those to other processes, which should respond as needed. There are multiple solutions for developing an integrated event...

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