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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?

The Game Manager


In the previous chapter, we introduced the GameMangerScript, but even after the second implementation of waypoints, we have left this script empty with no use. However, we do indeed need a game manager in our game to handle a couple of things. So, in case you have erased it from the last chapter, recreate it, along with a game object in the scene with such a script attached (the same way as if you erased the reference from the PandaScript, because we will need it later on).

We will use the Game Manager as a hub for exchanging information between the player's health and the Pandas. In fact, the Game Manager will spawn Pandas in the scene divided into waves, and it's the only script to be aware of when the level starts and finishes and/or if the player has lost all the health. This makes the Game Manager the perfect candidate to handle and trigger the game over conditions. Let's start with them.

Game over conditions

When does our game reach an end? Well, there are two cases:...

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