Book Image

Mastering Unity 2017 Game Development with C# - Second Edition

Book Image

Mastering Unity 2017 Game Development with C# - Second Edition

Overview of this book

Do you want to make the leap from being an everyday Unity developer to being a pro game developer? Then look no further! This book is your one-stop solution to creating mesmerizing games with lifelike features and amazing gameplay. This book focuses in some detail on a practical project with Unity, building a first-person game with many features. You'll delve into the architecture of a Unity game, creating expansive worlds, interesting render effects, and other features to make your games special. You will create individual game components, use efficient animation techniques, and implement collision and physics effectively. Specifically, we'll explore optimal techniques for importing game assets, such as meshes and textures; tips and tricks for effective level design; how to animate and script NPCs; how to configure and deploy to mobile devices; how to prepare for VR development; how to work with version control; and more. By the end of this book, you'll have developed sufficient competency in Unity development to produce fun games with confidence.
Table of Contents (9 chapters)

Zombies and the Typer class

We've now configured the zombie to display the selected word, and also to add text stylizations based on player input. However, we still haven't linked player input through the Typer class (coded in the last chapter) with the zombie NPC. Let's do this now by adding a new function to the EnemyAI class, namely UpdateTypedWord. This function compares the typed word with the associated word to determine the extent of a match. The purpose is twofold--firstly, to generate the MatchedWord string and highlight the typed portion of the AssocWord, and secondly, to fire a word matched event (OnTypingMatched), which causes the zombie to die. Consider the following code:

    //------------------------------------ 
public void UpdateTypedWord()
{
//If not chasing or attacking, then ignore
if(ActiveState != AISTATE.CHASE &amp...