Book Image

Mastering Android Game Development with Unity

By : Siddharth Shekar
Book Image

Mastering Android Game Development with Unity

By: Siddharth Shekar

Overview of this book

Game engines such as Unity are the power-tools behind the games we know and love. Unity is one of the most widely-used and best loved packages for game development and is used by everyone, from hobbyists to large studios, to create games and interactive experiences for the Web, desktop, mobile, and console. With Unity's intuitive, easy-to-learn toolset and this book, it's never been easier to become a game developer. You will begin with the basic concepts of Android game development, a brief history of Android games, the building blocks of Android games in Unity 5, and the basic flow of games. You will configure an empty project for the Jetpack Joyride Clone Game, add an environment and characters, and control them. Next you will walk through topics such as particle systems, camera management, prefabs, animations, triggers, colliders, and basic GUI systems. You will then cover the basic setup for 3D action fighting games, importing models, textures and controlling them with a virtual on-screen joystick. Later you will set up Scene for 3D Configuration, create basic gameplays, and manage input controls. Next you will learn to create the interface for the main menu, gameplay, game over, achievements, and high score screens. Finally you will polish your game with stats, sounds, and Social Networking, followed by testing the game on Android devices and then publishing it on Google Play, Amazon, and OUYA Stores.
Table of Contents (15 chapters)
Title Page
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Customer Feedback
Preface

Finalizing the fight


Let us make the player react to the enemy's attacks by changing the behavior of the player. In the playerScript, add the following line of code. At the top of the class, create a new public variable of type GameObject and call it enemy:

    public GameObject enemy; 

Next, at the start of the Update function, get the Animator component of the enemy:

    Animator eAnim = enemy.GetComponent<Animator>(); 

Next, after the attacking function in the update, add the following:

    // Getting Hit 
    if (eAnim.GetBool("tIsPunching")){ 
        if (anim.GetBool("bIsDefending") == false){ 
            //Debug.Log("I got hit"); 
            anim.SetTrigger("tGotHit"); 
        } 
    }  

Here, we check if the enemy is punching. If the enemy is punching and the player is not defending, then we set the gotHit trigger to be true.

Drag theDude character to the enemy script component as shown in the following screenshot:

Similarly, in the enemy script add a public GameObject variable...