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Unity 2020 By Example

You're reading from   Unity 2020 By Example A project-based guide to building 2D, 3D, augmented reality, and virtual reality games from scratch

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Product type Paperback
Published in Sep 2020
Publisher Packt
ISBN-13 9781800203389
Length 676 pages
Edition 3rd Edition
Languages
Tools
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Author (1):
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Robert Wells Robert Wells
Author Profile Icon Robert Wells
Robert Wells
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Table of Contents (16) Chapters Close

Preface 1. Chapter 1: Exploring the Fundamentals of Unity 2. Chapter 2: Creating a Collection Game FREE CHAPTER 3. Chapter 3: Creating a Space Shooter 4. Chapter 4: Continuing the Space Shooter Game 5. Chapter 5: Creating a 2D Adventure Game 6. Chapter 6: Continuing the 2D Adventure 7. Chapter 7: Completing the 2D Adventure 8. Chapter 8: Creating Artificial Intelligence 9. Chapter 9: Continuing with Intelligent Enemies 10. Chapter 10: Evolving AI Using ML-Agents 11. Chapter 11: Entering Virtual Reality 12. Chapter 12: Completing the VR Game 13. Chapter 13: Creating an Augmented Reality Game Using AR Foundation 14. Chapter 14: Completing the AR Game with the Universal Render Pipeline 15. Other Books You May Enjoy

Implementing a damage system

In this section, we will create the damage system for our game. Assuming that it will take more than one hit to destroy an enemy, we need to create a way to track health. We then need a way to reduce health – a weapons system. In previous chapters, we've created projectile Prefabs that would damage an enemy on collision. In this chapter, we'll do things slightly differently. By taking advantage of collidable particle effects, we'll create a visually appealing projectile system. Let's start by implementing the health system.

Adding enemy health

The enemy objects and the player must be able to take damage when hit by weapons. Therefore, both the player and the enemies require a way to track their current health. To accomplish this, we'll create one script that we can reuse for both entities:

  1. In the Assets/Scripts folder, create a new Health script:
    public class Health : MonoBehaviour
    {
        public...
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