Summary
With that, our enemy and player interactions are complete. We can dish out damage as well as take it, lose lives, and fight back, all while updating the on-screen GUI. Our enemies use Unity’s navigation system to walk around the arena and change to attack mode when within a specified range of the player. Each GameObject is responsible for its behavior, internal logic, and object collisions, while the game manager keeps track of the variables that govern the game’s state. Lastly, we learned about simple procedural programming and how much cleaner code can be when repeated instructions are abstracted out into their methods.
You should feel a sense of accomplishment at this point, especially if you started this book as a total beginner. Getting up to speed with a new programming language while building a working game is no easy trick. In the next chapter, you’ll be introduced to some intermediate topics in C#, including new type modifiers, method overloading...