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  • Book Overview & Buying Getting Started with Unity 5.x 2D Game Development
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Getting Started with Unity 5.x 2D Game Development

Getting Started with Unity 5.x 2D Game Development

By : Sapio
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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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Selecting the towers


If you remember, all the trading operations have a selected tower to deal with. In fact, when the player presses the sell button, the game should know which cupcake tower the player intends to sell. As such, the player should be able to select (and unselect) a tower, and this tower should notify the trading system.

To achieve this, we need to slightly modify the CupcakeTowerScript. From the previous section, we know that when the tower is active, it has a collider to prevent placing other towers on top of it as well. But, we can also use this collider to detect if the player clicks on this very specific tower. In particular, we can use the self-explanatory function, OnMouseDown() in the following way:

//Function called when the player clicks on the cupcake Tower 
void OnMouseDown() { 
  //Assign this tower as the active tower for trading operations 
  TradeCupcakeTowers.setActiveTower(this); 
} 

After saving the script, the player is able to select...

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