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Getting Started with Unity 5.x 2D Game Development

You're reading from   Getting Started with Unity 5.x 2D Game Development Enter the world of 2D Game development with Unity 5.x

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781784397173
Length 478 pages
Edition 1st Edition
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Author (1):
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Francesco Sapio Francesco Sapio
Author Profile Icon Francesco Sapio
Francesco Sapio
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Table of Contents (9) Chapters Close

Preface 1. A Flat World in Unity FREE CHAPTER 2. Baking Cupcake Towers 3. Communicating with the Player – the User Interface 4. No Longer Alone – Sweet-Toothed Pandas Strike 5. The Secret Ingredient Is a Dash of Physics 6. Through a Sea of Sprinkles – Navigation in Artificial Intelligence 7. Trading Cupcakes and the Ultimate Battle for the Cake – Gameplay Programming 8. What Is beyond the Cake?

Selecting the towers


If you remember, all the trading operations have a selected tower to deal with. In fact, when the player presses the sell button, the game should know which cupcake tower the player intends to sell. As such, the player should be able to select (and unselect) a tower, and this tower should notify the trading system.

To achieve this, we need to slightly modify the CupcakeTowerScript. From the previous section, we know that when the tower is active, it has a collider to prevent placing other towers on top of it as well. But, we can also use this collider to detect if the player clicks on this very specific tower. In particular, we can use the self-explanatory function, OnMouseDown() in the following way:

//Function called when the player clicks on the cupcake Tower 
void OnMouseDown() { 
  //Assign this tower as the active tower for trading operations 
  TradeCupcakeTowers.setActiveTower(this); 
} 

After saving the script, the player is able to select...

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