UFO. Prof Alexiei Dingli

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1 UFO Prof Alexiei Dingli

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3 Setting the background Import all the Assets Drag and Drop the background Center it from the Inspector Change size of Main Camera to 1.6

4 Position the Ship

5 Place the Barn

6 Add a Barn Collider Select the barn Open the Inspector panel Click Add Component Select Box Collider 2D from the Physics 2D section Make sure to check the Is Trigger box

7 Adjust the Barn Collider Must be on Barn Door Open the Inspector Change Size and Center Value of Box Collider 2D

8 Add a Script to the Barn Select the barn Click the Add Component button in the Inspector panel Select New Script and name it OnCollision Remember to change the language to C#

9 using UnityEngine; using System.Collections; public class OnCollision : MonoBehaviour void OnTriggerEnter2D(Collider2D other) if (other.gameobject.name == "cow(clone)") /* Play the save cow sound */ audio.play(); /* Destroy the cow */ Destroy(other.gameObject); OnCollision.cs

10 Adding Barn Sounds Select the Barn Add Component and select Audio Source from the Audio section Uncheck Play on Awake and click the little dot on the right, below the gear icon, to select the barn sound

11 Ray of Destruction Drag the ray graphic from the Assets panel to the scene and add a collider to it Check the Is Trigger option in the Inspector panel Add a Script Component called Bullet.cs

12 using UnityEngine; using System.Collections; public class Bullet : MonoBehaviour public AudioClip cowsound; Bullet.cs // Use this for initialization void Start() /* Makes object invisible */ renderer.enabled = false;

13 // Update is called once per frame void Update() /* Get main Input */ if (Input.GetButton("Fire1")) renderer.enabled = true; /* Makes object visible */ /* Play the ray sound */ audio.play(); Bullet.cs if (renderer.enabled == true) transform.position += Vector3.down * (Time.deltaTime * 2); /* Check for out of bounds */ if (this.transform.position.y < -1.5) renderer.enabled = false; transform.position = new Vector2(0.0f, f); / * Return bullet to original position */

14 void OnTriggerEnter2D(Collider2D other) if (other.gameobject.name == "cow(clone)") AudioSource.PlayClipAtPoint(cowSound, transform.p osition); /* Destroy the cow */ Destroy(other.gameObject); Bullet.cs /* Return bullet to original position */ renderer.enabled = false; transform.position = new Vector2(0.0f, f);

15 Ray of Destruction Sound Add the audio to the ray by selecting it in the Hierarchy or Scene view and click Add Component in the Inspector panel Select Audio Source from the Audio section Uncheck Play on Awake and click the little dot on the right to select the sound file

16 Let there be Cows Drag the graphic for the cow from the Assets panel and position it in the scene To detect a collision, at least one of the colliding objects needs to have a RigidBody2D component associated with it As the cow can collide with both the barn and the ray, it's best to add the component to the cow Add a Box Collider 2D to the cow Make sure to check the Is Trigger checkbox in the Inspector Add a script component to the cow called MoveCow.cs

17 using UnityEngine; using System.Collections; public class MoveCow : MonoBehaviour public Vector3 movespeed; public float spawndelay = 2f; public float spawntime = 2f; // Use this for initialization void Start() movespeed = Vector3.left * Time.deltaTime; InvokeRepeating("ChangeSpeed", spawndelay, spawntime); void ChangeSpeed() movespeed = new Vector3(Random.Range(-1, -2), 0, 0) * 0.05f; MoveCow.cs // Update is called once per frame void Update() transform.position += movespeed;

18 What is a Prefab? A Prefab is a type of asset a reusable GameObject stored in Project View. Prefabs can be inserted into any number of scenes, multiple times per scene. When you add a Prefab to a scene, you create an instance of it. All Prefab instances are linked to the original Prefab and are essentially clones of it. No matter how many instances exist in your project, when you make any changes to the Prefab you will see the change applied to all instances.

19 Creating a Cow Prefab To convert the cow to a prefab, drag the cow from the Hierarchy panel to the Assets panel As a result, the name in the Hierarchy will turn blue Converting the cow to a prefab allows us to reuse it, which is convenient as it already contains the necessary components

20 Adding a Spawner Script Create an empty Game Object called Spawner Add a Spawner script

21 using UnityEngine; using System.Collections; public class Spawner : MonoBehaviour public float spawntime = 2f; public float spawndelay = 2f; public GameObject cow; // Use this for initialization void Start() InvokeRepeating("Spawn", spawndelay, spawntime); Spawner.cs void Spawn() /* Instantiate a cow */ GameObject clone = Instantiate(cow, transform.position, transform.rotati on) as GameObject;

22 Building the game File > Build Settings Mac, PC, Linux Standalone Click Player Settings Build

23 Player Settings

24 Questions?

25 Exercise Add a bird going the opposite direction which can be caught by the Ray of Destruction Make the Cow s movement more random Add a point system

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