Game Prototyping spring2016
Tuesday, June 14, 2016
Thursday, June 9, 2016
Design Document
If you have the chance fill out parts of the document
https://drive.google.com/file/d/0B9Djz2xh-c2bVDB0UmNrME1ILUU/view?usp=sharing
(If you can't get the link to work go to the dropbox it should be there or you can go on the MAA)
https://drive.google.com/file/d/0B9Djz2xh-c2bVDB0UmNrME1ILUU/view?usp=sharing
(If you can't get the link to work go to the dropbox it should be there or you can go on the MAA)
Saturday, May 14, 2016
UI (Having Problems)
For some reason im having problems with the UI. Whenever I finish the whole UI, save file, exit out of the file, and come back into the file, only half of my UI shows and not rest of the work I did with UI. I will keep working on it and hopefully I can fix this problem.
Thursday, May 12, 2016
Tuesday, May 3, 2016
EnemyHealth Script
using UnityEngine;
public class EnemyHealth : MonoBehaviour
{
public
int startingHealth = 100; // The
amount of health the enemy starts the game with.
public
int currentHealth; // The
current health the enemy has.
//public float sinkSpeed
= 2.5f;
public
int scoreValue = 10; // The
amount added to the player's score when the enemy dies.
//public AudioClip
deathClip;
Animator
m_animator; //
Reference to the animator.
//AudioSource
m_enemyAudio;
ParticleSystem
m_hitParticles; // Reference to
the particle system that plays when the enemy is damaged.
CapsuleCollider
m_capsuleCollider; // Reference to
the capsule collider.
bool
isDead; //
Whether the enemy is dead.
//bool isSinking;
void Awake ()
{
//
Setting up the references.
m_animator =
GetComponent <Animator> ();
m_hitParticles
= GetComponentInChildren <ParticleSystem> ();
m_capsuleCollider = GetComponent <CapsuleCollider> ();
//
Setting the current health when the enemy first spawns
currentHealth
= startingHealth;
}
public void
TakeDamage (int amount, Vector3 hitPoint)
{
//
If the enemy is dead...
if(isDead)
//
... no need to take damage so exit the function.
return;
//m_enemyAudio.Play
();
//
Reduce the current health by the amount of damage sustained.
currentHealth
-= amount;
//
Set the position of the particle system to where the hit was sustained.
m_hitParticles.transform.position
= hitPoint;
//
And play the particles.
m_hitParticles.Play();
//
If the current health is less than or equal to zero...
if(currentHealth
<= 0)
{
//
... the enemy is dead.
Death
();
}
}
void Death ()
{
//
... the enemy is dead.
isDead
= true;
//
Turn the collider into a trigger so shots can pass through it.
m_capsuleCollider.isTrigger
= true;
//
Tell the animator that the enemy is dead.
m_animator.SetTrigger
("Dead");
//m_enemyAudio.clip
= deathClip;
//m_enemyAudio.Play ();
ScoreManager.score
+= scoreValue;
}
}
Thursday, April 28, 2016
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