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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?

Implementing the sugar meter


If in the previous section we have seen how the sweet-tooth pandas can defeat the player, now it's time to give the player a way to stop them. The first step is to have enough sugar to build cupcakes towers. As such, we need a sugar meter to keep track of the amount of sugar that the player possesses.

As we have seen in our design, this will be a number, and not a bar like the health. Therefore, even if the concepts are similar, the implementation is slightly different.

Creating and place

The process for creating the sugar meter is similar to the health bar, so let's start to create a new Image, parented with the Canvas, named Sugar_Meter. As a Sprite, you can use the ui_sugar_meter file in the Graphic/UI folder. Place it, and scale it if necessary, in the scene to match the following screenshot:

Next, create a Text component, parent it to Sugar_Meter, and name it Sugar_Meter_Text. You can set the font and the color that you prefer. At the end you should have something...

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