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Getting Started with Unity 5.x 2D Game Development

Getting Started with Unity 5.x 2D Game Development

By : Sapio
4 (3)
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Getting Started with Unity 5.x 2D Game Development

Getting Started with Unity 5.x 2D Game Development

4 (3)
By: Sapio

Overview of this book

Want to get started in the world of 2D game development with Unity? This book will take your hand and guide you through this amazing journey to let you know exactly what you need to build the games you want to build, without sacrificing quality. You will build a solid understanding of Unity 5.x, by focusing with the embedded tools to develop 2D games. In learning about these, along with accurate explanations and practical examples, you will design, develop, learn how to market and publish a delectable Tower Defense game about cupcakes versus pandas. Each chapter in this book is structured to give you a full understanding on a specific aspect of the workflow pipeline. Each of these aspects are essential for developing games in Unity. In a step-by-step approach, you will learn about each of the following phases: Game Design, Asset Importing, Scripting, User Interfaces, Animations, Physics, Artificial Intelligence, Gameplay Programming, Polishing and Improving, Marketing, Publishing and much more. This book provides you with exercises and homework at the end of each chapter so that you can level up your skills as a Unity game developer. In addition, each of these parts are centered on a common point of discussion with other learners just like you. Therefore, by sharing your ideas with other people you will not only develop your skills but you will also build a network.
Table of Contents (9 chapters)
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Trading cupcake towers


In this section, we will see how to allow the player to trade towers. In particular, the player can either buy, sell, or upgrade a cupcake tower. Since these three actions have something in common, we will implement them by using inheritance. If you remember, we talked a bit about it in Chapter 2, Baking Cupcake Towers, but now we have the possibility of seeing it in action. As a result, along the way we will have a better understanding of abstract methods and static variables, since we will use them again.

In any case, each one of these trading actions that the player can perform are implemented separately. This is the structure we will implement:

Each of the child scripts can be attached to a UI element, and that will be transformed into a button to perform that specific action. Let's start with the parent class.

The trading parent class

Let's start to create a general class named TradeCupcakeTower, and open it with your favorite code editor.

Buying, selling, and upgrading...

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