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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

Modular weapon scripts


Our modular weapon script will do the following three main actions:

  • The Weapon script will create the connection to the player and the weapon

  • The player will need to carry and use the weapon

  • The script will drive the scripted animation, and it will also drive the the random construction of the weapon from the weapon component

We are going to place some hooks in the class definition as empty functions that we will fill in when we have some more information. Let's take a look at the full Weapon class script that's shown in Code Snip 6.1:

1 using UnityEngine;
2 using System.Collections;
3
4 public class Weapon : MonoBehaviour {
5 
6  public bool inPlayerInventory = false;
7
8  private Player player;
9  private WeaponComponents[] weaponsComps;
10 private bool weaponUsed = false;
11  
12  public void AcquireWeapon () {}
13
14  void Update () {}
15  
16  public void useWeapon () {}
17
18  public void enableSpriteRender (bool isEnabled) {}
19
20  public Sprite getComponentImage...
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