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)

Health and damage

Next up, we consider health and damage. Health is an interesting property, especially because it is abstract, that is, many characters have health: the player character and enemies, including the zombies. Though zombies are neither alive nor dead, but are undead, they still normally have an equivalent metric corresponding to health. When that property or resource is exhausted for any character, they expire, die, or are removed from the game. Due to the generic quality of health, it's a good idea to code it once so that it can be applied limitlessly as a component to any entity that has that property. For this reason, we'll create a Health class. Consider the following full source code and the comments that follow it:

//------------------------------------ 
using UnityEngine; 
using System.Collections; 
using UnityEngine.EventSystems; 
using UnityEngine...