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

Selecting a target


Before we can attack an enemy, we must select which enemy to attack. When an enemy is selected, the player needs some visual representation to confirm they have, in fact, selected an enemy. To do this, let's add some selection logic for our enemies and a nice visual effect in 2D. First, we'll create the prefab for this with a little animation and then get ready to attach our BattleManager script using the variable we added earlier.

The selection circle prefab

To show the player which enemy is selected, the following circle will spin below the enemy:

So, add SelectionCircle.png to your project from the assets that accompany this title to the Assets\Sprites\Props folder.

Next, we'll create a prefab of this sprite in our scene for later use. This simply sets up how we want to use it visually, and since we are going to use it several times over in the scene, using prefabs means that there will only be one instance with many copies.

Now, drag the SelectionCircle image on to the...