Book Image

Learning C# by Developing Games with Unity 5.x - Second Edition

Book Image

Learning C# by Developing Games with Unity 5.x - Second Edition

Overview of this book

Unity is a cross-platform game engine that is used to develop 2D and 3D video games. Unity 5 is the latest version, released in March 2015, and adds a real-time global illumination to the games, and its powerful new features help to improve a game’s efficiency. This book will get you started with programming behaviors in C# so you can create 2D games in Unity. You will begin by installing Unity and learning about its features, followed by creating a C# script. We will then deal with topics such as unity scripting for you to understand how codes work so you can create and use C# variables and methods. Moving forward, you will find out how to create, store, and retrieve data from collection of objects. You will also develop an understanding of loops and their use, and you’ll perform object-oriented programming. This will help you to turn your idea into a ready-to-code project and set up a Unity project for production. Finally, you will discover how to create the GameManager class to manage the game play loop, generate game levels, and develop a simple UI for the game. By the end of this book, you will have mastered the art of applying C# in Unity.
Table of Contents (20 chapters)
Learning C# by Developing Games with Unity 5.x Second Edition
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Creating a copy of the level piece


We are now ready to write a clever method that will copy levelPrefab and place it at the right location on the level.

Add the following method to the LevelGenerator class:

When creating procedurally generated levels, we want to make sure that the level is different every time the player sees it. For our solution, we simply want to pick a random element from the levelPrefabs.

Please take a look at Unity's reference and search for Random.Range. You will realize that Random.Range returns a randomly generated number that lies between two numbers (min and max).

So, if we use Random.Range, passing 0 and the count of all level prefabs, we have at our disposal a random integer number. We can use this number as an index from the levelPrefabs list. This is exactly what we are doing in line 33.

Great! Now we know how to generate a random number to help us pick the right levelPrefab to copy and add to the level.