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Mastering Unity 2D Game  Development

You're reading from   Mastering Unity 2D Game Development Using Unity 5 to develop a retro RPG

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Product type Paperback
Published in Oct 2016
Publisher Packt
ISBN-13 9781786463456
Length 506 pages
Edition 2nd Edition
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Authors (2):
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Simon Jackson Simon Jackson
Author Profile Icon Simon Jackson
Simon Jackson
Dr. Ashley Godbold Dr. Ashley Godbold
Author Profile Icon Dr. Ashley Godbold
Dr. Ashley Godbold
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Toc

Table of Contents (15) Chapters Close

Preface 1. Overview 2. Building Your Project and Character FREE CHAPTER 3. Getting Animated 4. The Town View 5. Working with Unitys UI System 6. NPCs and Interactions 7. The World Map 8. Encountering Enemies and Running Away 9. Getting Ready to Fight 10. The Battle Begins 11. Shopping for Items 12. Sound and Music 13. Putting a Bow on It 14. Deployment and Beyond

Bring on the GUI


Before we can start acting on the state machine, we first need to add something for the player to interact with, namely the buttons to select the attacks, items, and so on.

To do this, we will add a HUD that will hold the player's health and have buttons for the various actions. The following is a general example of the layout we will be placing the items:

In the preceding image, the last button will not be visible if there is not action tied to it, and the arrow button will only be visible in submenus. The UI elements are all provided on a sprite sheet, and we will need to do some work with the layout to get them to display, as shown in the preceding screenshot. Import the sprite sheet BattleGUI to the Assets/Sprites/UI folder. Import it in MultipleSprite Mode and automatically slice it.

Laying out the HUD

Right now we have two Canvases, one holding our introduction animation and one holding the Run Away button. Eventually, we will delete the Canvas holding the current button...

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