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Learning C# by Developing Games with Unity 2020

You're reading from   Learning C# by Developing Games with Unity 2020 An enjoyable and intuitive approach to getting started with C# programming and Unity

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Product type Paperback
Published in Aug 2020
Publisher Packt
ISBN-13 9781800207806
Length 366 pages
Edition 5th Edition
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Author (1):
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Harrison Ferrone Harrison Ferrone
Author Profile Icon Harrison Ferrone
Harrison Ferrone
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Table of Contents (16) Chapters Close

Preface 1. Getting to Know Your Environment 2. The Building Blocks of Programming FREE CHAPTER 3. Diving into Variables, Types, and Methods 4. Control Flow and Collection Types 5. Working with Classes, Structs, and OOP 6. Getting Your Hands Dirty with Unity 7. Movement, Camera Controls, and Collisions 8. Scripting Game Mechanics 9. Basic AI and Enemy Behavior 10. Revisiting Types, Methods, and Classes 11. Introducing Stacks, Queues, and HashSets 12. Exploring Generics, Delegates, and Beyond 13. The Journey Continues 14. Pop Quiz Answers 15. Other Books You May Enjoy

Win and loss conditions

We've implemented our core game mechanics and a simple UI, but Hero Born is still missing an important game design element: its win and loss conditions. These conditions will manage how the player wins or loses the game and execute different code depending on the situation. 

Back in the game document from Chapter 6, Getting Your Hands Dirty with Unity, we set out our win and loss conditions as follows:

  • Collecting all items in the level with at least 1 health point remaining to win
  • Taking damage from enemies until health points are at 0 to lose

These conditions are going to affect both our UI and game mechanics, but we've already set up GameBehavior to handle this efficiently. Our get and set properties will handle any game-related logic, while OnGUI() will handle changes to the UI when a player wins or loses. 

We're going to implement the win condition logic in this section because we have the pickup system already in place. When...

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