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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 waypoints – the first/static way


Now that we have all the waypoint coordinates, we can implement them. In this section, we will explore the first way to implement them. The main advantage of this method is the simplicity of the implementation and the possibility to learn more about static variables and iterating over waypoints.

Implementing waypoints in the Game Manager

In this first implementation of waypoints, they won't be separate entities in the game, but rather a collection of positions in a specific order. All the enemies will consult this list, and based on which waypoint they are currently at, take the next one in the list.

Of course, this method has some limitations such as we won't be able to implement custom features in the waypoints, as we will see in Chapter 8, What Is beyond the Cake?. However, it is simpler to implement, and it gives us the opportunity to explore how to use static variables.

First of all, we need to create another script, and call it GameManagerScript...

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