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Procedural Content Generation for Unity Game Development

You're reading from   Procedural Content Generation for Unity Game Development Harness the power of procedural content generation to design unique games with Unity

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781785287473
Length 260 pages
Edition 1st Edition
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Author (1):
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Ryan Watkins Ryan Watkins
Author Profile Icon Ryan Watkins
Ryan Watkins
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Toc

Player


The Player class has to interact with the exit tile, which represents the entrance and exit of our dungeons. The player character also has to be transported to the Dungeon Board when the player moves to an exit tile. There are some subtleties to this, since we are not actually changing the scene. Code Snip 4.8 shows the updates the Player class requires:

14 public bool onWorldBoard;
15 public bool dungeonTransition;
…
19 protected override void Start () {
20  animator = GetComponent<Animator>();
21    
22  health = GameManager.instance.healthPoints;
23    
24  healthText.text = "Health: " + health;
25
26  position.x = position.y = 2;27
27
28  onWorldBoard = true;
29  dungeonTransition = false;
30
31  base.Start ();
32}
…
40 private void Update ()
…
63    if(horizontal != 0 || vertical != 0) {
64    if (!dungeonTransition) {
65    canMove = AttemptMove<Wall> (horizontal, vertical);
66    if(canMove && onWorldBoard) {
67    position.x += horizontal;
68    position...
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