Book Image

Unity 5.x 2D Game Development Blueprints

By : Francesco Sapio
Book Image

Unity 5.x 2D Game Development Blueprints

By: Francesco Sapio

Overview of this book

Flexible, powerful, and full of rich features, Unity 5 is the engine of choice for AAA 2D and 3D game development. With comprehensive support for over 20 different platforms, Unity boasts a host of great new functions for making 2D games. Learn how to leverage these new options into awesome 2D games by building three complete game projects with the Unity game tutorials in this hands-on book. Get started with a quick overview of the principle concepts and techniques needed for making 2D games with Unity, then dive straight in to practical development. Build your own version of Super Mario Brothers as you learn how to animate sprites, work with physics, and construct brilliant UIs in order to create a platformer game. Go on a quest to create a RPG game discovering NPC design, event triggers, and AI programming. Finally, put your skills to the test against a real challenge - designing and constructing a complex strategy game that will draw on and develop all your previously learned skills.
Table of Contents (15 chapters)
Unity 5.x 2D Game Development Blueprints
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface

Integrating the UI into the game


Now that we have our enemies ready to challenge the player, let's integrate the UI that we have created in the previous chapter into the game.

In particular, we are going to see how to integrate the Lives Counter and the Money Counter since they are the two core gameplay elements.

Integrating the Lives Counter

We need to integrate the lives counter for situations such as when an enemy reaches the end of its path, the number of lives of the player is decreased. This happens in the following way: the enemy triggers a function in the Game Manager when it has reached the end, and the Game Manager updates the number of lives in the Lives Counter.

Therefore, let's start by opening our GameManagerScript and adding another variable. This is required to store the LivesCounterScript reference, so that we can have access to the lives of the player:

private LivesCounterScript livesCounter; 

To get the reference, we can set the variable inside the Start() function:

  void...