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Mastering Unity 2D Game  Development

You're reading from   Mastering Unity 2D Game Development Using Unity 5 to develop a retro RPG

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Product type Paperback
Published in Oct 2016
Publisher Packt
ISBN-13 9781786463456
Length 506 pages
Edition 2nd Edition
Languages
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Authors (2):
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Simon Jackson Simon Jackson
Author Profile Icon Simon Jackson
Simon Jackson
Dr. Ashley Godbold Dr. Ashley Godbold
Author Profile Icon Dr. Ashley Godbold
Dr. Ashley Godbold
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Toc

Table of Contents (15) Chapters Close

Preface 1. Overview 2. Building Your Project and Character FREE CHAPTER 3. Getting Animated 4. The Town View 5. Working with Unitys UI System 6. NPCs and Interactions 7. The World Map 8. Encountering Enemies and Running Away 9. Getting Ready to Fight 10. The Battle Begins 11. Shopping for Items 12. Sound and Music 13. Putting a Bow on It 14. Deployment and Beyond

Attack! Attack!


Now that the player has committed themselves into the fray, we can play through their selected action.

The attack phase will simply run for 1 second and then it will be the enemies' turn. To accomplish this, we use a simple coroutine to perform the attack itself. So, let's add the following function to the BattleManager script:

IEnumerator AttackTarget(){ 
   attacking=true; 
   selectedTarget.EnemyProfile.health-=GetComponent<Attack>().hitAmount; 
   yield return new WaitForSeconds(1); 
   attacking=false; 
   GetComponent<Attack>().hitAmount=0; 
   battleStateManager.SetBool("PlayerReady", false); 
 
}  

The following is what the preceding code is doing:

  1. Sets a variable that states the player is attacking.

  2. Decreases the selected enemy's health based on the chosen attack.

  3. Waits for 1 second to reset the values.

  4. Changes over to the next state.

All that is left is to call this function now when the Player_Attack state is begun...

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