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Unity 3.x Game Development Essentials

You're reading from   Unity 3.x Game Development Essentials If you have an idea for a game but lack the skills to create it, this book is the perfect introduction. There‚Äôs lots of handholding through all the essentials, culminating in the building of a full 3D game.

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Product type Paperback
Published in Dec 2011
Publisher Packt
ISBN-13 9781849691444
Length 488 pages
Edition 1st Edition
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Author (1):
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Will Goldstone Will Goldstone
Author Profile Icon Will Goldstone
Will Goldstone
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Table of Contents (21) Chapters Close

Unity 3.x Game Development Essentials
Credits
Foreword
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Enter the Third Dimension 2. Prototyping and Scripting Basics FREE CHAPTER 3. Creating the Environment 4. Player Characters and Further Scripting 5. Interactions 6. Collection, Inventory, and HUD 7. Instantiation and Rigidbodies 8. Particle Systems 9. Designing Menus 10. Animation Basics 11. Performance Tweaks and Finishing Touches 12. Building and Sharing 13. Testing and Further Study Index

Restricting outpost access


Now that we have an inventory keeping track of the power cells that we have collected, let's set up a game mechanic that forces the player to collect all four power cells before they may be granted access to the outpost.

We will begin by achieving this in code, then add two visual indicators for the player.

Firstly, in the form of a 2D HUD—this will be in the form of a GUITexture, the texture which will be dependent upon the charge variable in the Inventory script:

Secondly, in the form of a generator model that will be placed next to the outPost object's door, the texture of which will also be swapped depending upon the value of charge:

Restricting door access with a cell counter

In this section, we will write code into our inventory that checks that the player has enough power cells to open the door. We currently have a trigger zone in charge of opening the door, so we will amend this to query the value of charge in our new inventory, whenever the player enters the...

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