Book Image

Mastering Unity 2D Game Development - Second Edition

By : Ashley Godbold, Simon Jackson
Book Image

Mastering Unity 2D Game Development - Second Edition

By: Ashley Godbold, Simon Jackson

Overview of this book

The Unity engine has revolutionized the gaming industry, by making it easier than ever for indie game developers to create quality games on a budget. Hobbyists and students can use this powerful engine to build 2D and 3D games, to play, distribute, and even sell for free! This book will help you master the 2D features available in Unity 5, by walking you through the development of a 2D RPG framework. With fully explained and detailed C# scripts, this book will show you how to create and program animations, a NPC conversation system, an inventory system, random RPG map battles, and full game menus. After your core game is complete, you'll learn how to add finishing touches like sound and music, monetization strategies, and splash screens. You’ll then be guided through the process of publishing and sharing your game on multiple platforms. After completing this book, you will have the necessary knowledge to develop, build, and deploy 2D games of any genre!
Table of Contents (20 chapters)
Mastering Unity 2D Game Development - Second Edition
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface

Preparing to attack a single enemy


Following on from the previous chapter, we will continue building our battle system.

Let's begin our focus on letting the player attack a single enemy. To do this, we'll add some variables to BattleManager to manage this.

We will also add some other elements to spruce up the battle, such as a selection circle or a target identifier, and add a variable to set a prefab for this.

So, open the BattleManager script and add the following variables to the top of the class:

private string selectedTargetName; 
private EnemyController selectedTarget; 
public GameObject selectionCircle; 
private bool canSelectEnemy; 
 
bool attacking = false; 
 
public bool CanSelectEnemy 
{ 
  get 
  { 
    return canSelectEnemy; 
  } 
} 
 
public int EnemyCount 
{ 
  get 
  { 
    return enemyCount; 
  } 
} 

Note

We haven't created the EnemyController class yet, so it will show...