![]() This is important to consider when designing the script logic. For example, detecting if a player has collected a pickup is a feature you would like in every game, but a specific payload of making the player invisible might be something you only want in your current game. The above lifecycle contains elements you’d want to use repeatedly in every game and elements that would only pertain to the current game. The expiry stage will destroy the power-up and marks the end of the cycle. The expiry check leads to the expiry stage proper.The power-up may be set to expire after a set amount of time has elapsed, after the player has been hurt, after a certain number of uses, or after some other gameplay condition has occurred. The payload step also sets up the expiry check. The payload can be anything you can imagine, from a humble health bonus to giving the player some awesome superpowers. The collection leads to the issuance of the payload, which is the power-up “doing its thing”.The collection stage is the act of picking up the power-up, which can trigger sounds, particle systems or other special effects.Next comes attract mode, when power-ups can animate or otherwise do something to attract attention.The first stage is creation which can happen during gameplay or at design time when you manually place power-up GameObjects into your scene.See if you can guess the movie series, the answer is at the end of this tutorial! The Power-Up LifecycleĪ power-up has a lifecycle, which consists of several distinct states: When the player collects a power-up, a quote from a famous movie series will appear on screen. Your task is to add some power-ups and liven things up. As a result, it’s hard to complete and perhaps a little dull. You’ll see the game has no power-ups yet. Open up the scene named main and press the Play button. Textures: The source images used for game and splash screen.Feel free to nose around the scripts if you’d like to become more familiar with them before starting. ![]()
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