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Procedural Content Generation for Unity Game Development

You're reading from   Procedural Content Generation for Unity Game Development Harness the power of procedural content generation to design unique games with Unity

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781785287473
Length 260 pages
Edition 1st Edition
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Author (1):
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Ryan Watkins Ryan Watkins
Author Profile Icon Ryan Watkins
Ryan Watkins
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Toc

Adding a spawn point


Now that we have our Weapon prefab put together, we are going to need a way to get it to the player. We've already answered this problem, with the chest, in the previous chapter. We will just reuse the Chest object to also spawn weapons as well.

Open the Chest.cs script that's to be edited. We will want to add a variable to store a reference to our generated weapon. Add the public Weapon weapon; variable right under our randomItem variable. Then, we need to make some adjustments to our Open() function, which can be seen in Code Snip 6.3:

1 public void Open () {
2  spriteRenderer.sprite = openSprite;
3
4  GameObject toInstantiate;
5
6  if (Random.Range (0, 2) == 1) {
7    randomItem.RandomItemInit ();
8    toInstantiate = randomItem.gameObject;
9  } else {
10    toInstantiate = weapon.gameObject;
11  }
12  GameObject instance = Instantiate (toInstantiate, new Vector3 (transform.position.x, transform.position.y, 0f), Quaternion.identity) as GameObject;
13  instance.transform...
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