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1 1. Vytvoríme nový projekt: Buď na štartovacej obrazovke alebo v menu File New Project. Vyberieme umiestnenie a názov projektu podľa vlastného výberu. 2. Vyberieme 3D projekt a v Asset Packages vyberieme Unity 5 Survival Shooter (ak tam nie je, prejdeme na ďalší bod) a zatlačíme Create project. 3. Ak sme v Asset Packages nemali Unity 5 Survival Shooter, tak musíme vykonať tento krok: V menu vyberieme Window Asset Store. Do vyhľadávania napíšeme Unity 5 Survival Shooter. Nájdeme túto položku a vyberieme Download. Vyberieme Import (máme zafajknuté All). 4. Chceme vytvoriť novú scénu. Vyberieme v menu File New Scene. Scénu uložíme File Save Scene, a to do priečinka Scenes. Nazveme ju Level V zobrazení priečinka Assetov vyberieme Two Column Size, ak ho nemáme. 6. Z hierarchie projektu vymažeme defaultný Directional Light. Respektíve nemusíme, stačí ho deaktivovať pomocou checkboxu v hornej časti Inspectoru, keď si Directional Light otvoríme. 7. V priečinkovej štruktúre projektu nájdeme v priečinku Prefabs súbor Environment, ktorý potiahneme do našej scény. Nezabudnime vyresetovať jeho súradnice (malé koliesko v časti Transform v inšpektore). 8. Podobným spôsobom potiahneme do scény prefab Lights. 9. Potrebujeme vytvoriť rovnú plochu na podlahe nášho prostredia, nakoľko budeme pre pohyb hráča používať raycasting, a to konkrétne pomyselné lúče vychádzajúce z kamery. V menu vyberieme GameObject 3D object Quad. Resetujeme súradnice objektu. Rotáciu X nastavíme na 90. Scale X a Y nastavíme na 100. Objekt premenuje z Quad na Floor. 10. Objekt Floor chcem spraviť neviditeľným. V inšpektore vymažeme komponent Mesh Renderer (koliesko Remove Component). 11. Pre objekt Floor nastavíme Layer na Floor. Nastavenie Layeru nájdeme vedľa nastavenia Tagov. 12. Pridáme hre hudbu. Vytvoríme v hierarchii objektu prázdny herný objekt (GameObject - Create Empty). Nazveme ho BackgroundMusic. Resetujeme súradnice objektu. Objektu pridáme komponent Audio Audio Source. V riadku Audio Clip klikneme na malé koliesko vpravo a vyberieme zvukový súbor Background Music. Zafajkneme možnost Loop. Volume nastavíme na

2 13. V priečinkovej štruktúre Models Characters nájdeme prefab Player, ktorý potiahneme do hierarchie projektu. Resetujeme jeho súradnice. Tag tohto objektu nastavíme na Player. 14. V priečinku Animations vytvoríme nový Animator Controller, ktorý nazveme PlayerAC. PlayerAC potiahneme na objekt Player v hierarchii projektu. 15. Dvojklikom otvoríme PlayerAC. Otvorí sa okno animátora. V priečinkovej štruktúre Models Characters nájdeme prefab Player, ktorý obsahuje viac položiek, takže si expandujeme pomocou trojuholníka náhľad na podpoložky. Animácie Idle, Death a Move potiahneme do otvoreného animátora. 16. V okne animátora pravým tlačidlom klikneme na Idle a vyberieme Set as Layer Default State. 17. V animátore otvoríme záložku Parameters. Pomocou znamienka + vytvoríme nový parameter typu Bool, ktorý nazveme IsWalking. Musíme dať pozor na malé a veľké písmená. 18. Vytvoríme ďalší parameter, avšak typu Trigger, ktorý nazveme Die. 19. Klikneme pravým tlačidlom na Idle a vyberieme Make transition a následne klikneme na Move. 20. Na novo vytvorený prechod (šípku) klikneme, pričom by mala zmodrať. Vpravo by sa mal otvoriť inšpektor. Checkbox Has Exit Time musí byť NEoznačený. 21. Nižšie by sme mali vidieť Conditions. Pomocou + pridáme možnosť IsWalking, ktorý nastavíme na True. 22. Klikneme pravým tlačidlom na Move a vyberieme Make transition a následne klikneme na Idle. 23. Klikneme na novo vytvorený prechod (šípku z Move do Idle). Vpravo by sa mal otvoriť inšpektor. Checkbox Has Exit Time musí byť NEoznačený. 24. Nižšie by sme mali vidieť Conditions. Pomocou + pridáme možnosť IsWalking, ktorý nastavíme na False. 25. Klikneme pravým tlačidlom na Any State a vyberieme Make transition a následne klikneme na Death. 26. Klikneme na novo vytvorený prechod (šípku z Any State do Death). Vpravo by sa mal otvoriť inšpektor. Checkbox Has Exit Time musí byť NEoznačený. 27. Nižšie by sme mali vidieť Conditions. Pomocou + pridáme možnosť Die. 28. Klikneme v hierarchii projektu na Player a pridáme mu komponent Rigidbody (Add Component v inšpektore Physics - Rigidbody). 29. V komponente Rigidbody nastavíme Drag a Angular drag na Infinity. 30. Pomocou trojuholníka rozbalíme možnosť Constraints. Vo Freeze Position zafajkneme Y. Vo Freeze Rotation zafajkneme X a Z. 31. Rovnakým spôsobom ako Rigidbody pridáme aj komponent Capsule Collider. X nastavíme na 0.2, Y nastavíme na 0.6. Height nastavíme na Pridáme komponent Audio Source. V riadku Audio Clip klikneme na malé koliesko vpravo a vyberieme zvukový súbor Player Hurt. Odznačíme možnosť Play on Awake. 33. V priečinku Scripts Player nájdeme súbor PlayerMovement, ktorý potiahneme v hierarchii projektu na objekt Player. Tento skript následne otvoríme. 34. Prekopírujeme doň nasledovný kód ( ) using UnityEngine;

3 public class PlayerMovement : MonoBehaviour public float speed = 6f; will move at. // The speed that the player Vector3 movement; direction of the player's movement. Animator anim; component. Rigidbody playerrigidbody; rigidbody. // The vector to store the // Reference to the animator // Reference to the player's int floormask; // A layer mask so that a ray can be cast just at gameobjects on the floor layer. float camraylength = 100f; from the camera into the scene. // The length of the ray void Awake () // Create a layer mask for the floor layer. floormask = LayerMask.GetMask ("Floor"); // Set up references. anim = GetComponent <Animator> (); playerrigidbody = GetComponent <Rigidbody> (); void FixedUpdate () // Store the input axes. float h = Input.GetAxisRaw ("Horizontal"); float v = Input.GetAxisRaw ("Vertical"); // Move the player around the scene. Move (h, v);

4 // Turn the player to face the mouse cursor. Turning (); // Animate the player. Animating (h, v); void Move (float h, float v) // Set the movement vector based on the axis input. movement.set (h, 0f, v); // Normalise the movement vector and make it proportional to the speed per second. movement = movement.normalized * speed * Time.deltaTime; // Move the player to it's current position plus the movement. playerrigidbody.moveposition (transform.position + movement); void Turning () // Create a ray from the mouse cursor on screen in the direction of the camera. Ray camray = Camera.main.ScreenPointToRay (Input.mousePosition); // Create a RaycastHit variable to store information about what was hit by the ray. RaycastHit floorhit;

5 // Perform the raycast and if it hits something on the floor layer... if(physics.raycast (camray, out floorhit, camraylength, floormask)) // Create a vector from the player to the point on the floor the raycast from the mouse hit. Vector3 playertomouse = floorhit.point - transform.position; // Ensure the vector is entirely along the floor plane. playertomouse.y = 0f; // Create a quaternion (rotation) based on looking down the vector from the player to the mouse. Quaternion newrotation = Quaternion.LookRotation (playertomouse); // Set the player's rotation to this new rotation. playerrigidbody.moverotation (newrotation); void Animating (float h, float v) // Create a boolean that is true if either of the input axes is non-zero. bool walking = h!= 0f v!= 0f; // Tell the animator whether or not the player is walking. anim.setbool ("IsWalking", walking);

6 Kód je vysvetlený vo videu Ideme nastavovať kameru. Vyberieme objekt Main Camera v hierarchii projektu. Jej pozíciu nastavíme na (1,15,-22). Jej rotáciu X nastavíme 30. Clear Flags nastavíme na Solid Color. Background nastavíme na čiernu farbu. Projection na Ortographic. Size nastavíme na V priečinku Scripts Camera vytvoríme nový C# skript, ktorý nazveme CameraFollow. 37. Novovytvorený skript potiahneme na objekt Main Camera. 38. Skript otvoríme a skopírujeme doňho kód ( ): using UnityEngine; using System.Collections; public class CameraFollow : MonoBehaviour public Transform target; camera will be following. public float smoothing = 5f; camera will be following. // The position that that // The speed with which the Vector3 offset; the target. // The initial offset from void Start () // Calculate the initial offset. offset = transform.position - target.position; void FixedUpdate () // Create a postion the camera is aiming for based on the offset from the target. Vector3 targetcampos = target.position + offset; // Smoothly interpolate between the camera's current position and it's target position.

7 transform.position = Vector3.Lerp (transform.position, targetcampos, smoothing * Time.deltaTime); Skript je vysvetlený vo videu Otvoríme si Main Camera a do komponentu skript do riadku Target potiahneme objekt Player. 40. Playera si teraz uložíme ako prefab. Tento herný objekt teda potiahneme do priečinka Prefabs. 41. V priečinkovej štruktúre prejdeme do priečinka Models Characters, kde nájdeme model (prefab) Zombunny. Potiahneme ho do našej scény do rozumnej vzdialenosti od Playera. 42. Zombunnymu ideme priradiť časticový efekt, ktorý sa spustí vtedy, keď ho trafíme pištoľou. Z priečinka Prefabs potiahneme HitParticles na Zombunny v hierarchii projektu. 43. Zombunnymu (uistime sa, že rodičovskému objektu Zombunny a nie detskému) zmeníme Layer na Shootable. Zatlačíme potom Yes, change children. 44. Zombunnymu (uistime sa, že rodičovskému objektu Zombunny a nie detskému) pridáme komponent Rigidbody. Drag a Angular Drag nastavíme na Infinity. Pomocou trojuholníka rozbalíme možnosť Constraints. Vo Freeze Position zafajkneme Y. Vo Freeze Rotation zafajkneme X a Z. 45. Rovnakým spôsobom ako Rigidbody pridáme aj komponent Capsule Collider. Y nastavíme na 0.8. Height nastavíme na Pridáme ďalší collider, ktorý bude slúžiť na zraňovanie hráča. Pridáme komponent Sphere Collider. Zafajkneme Is Trigger. Y nastavíme na 0.8 a Radius na Pridáme komponent Audio Source. Dáme preč Play on Awake. V riadku AudioClip vyberieme Zombunny Hurt. 48. Ideme urobiť navigačnú sieť, kade sa nepriatelia pohybujú. Otvoríme Window Navigation. 49. Vrátime a však k hernému objektu Zombunny. Znova ho otvoríme. Pridáme mu komponent Nav Mesh Agent. Radius nastavíme na 0.3, Speed na 3, Stopping distance na 1.3, Height na Pozrime si objekt Environment. V hornej časti inšpektora máme zafajknuté Static. To znamená, že to, čo je statické, sa pridáva do navigačnej mriežky (mapy). 51. Prejdeme do okna Navigation, ktoré sme pred chvíľou otvorili. Otvoríme kartu Bake. Step Height nastavíme na 0.34 a pod Advanced zafajkneme Manual Voxel Size a Voxel Size nastavíme na Agent Radius nastavíme na Agent Height na V dolnej časti zatlačíme na Bake. 54. V priečinkovej štruktúre projektu otvoríme priečinok Animations, kde vytvoríme nový Animator Controller, ktorý nazveme EnemyAC. Tento controller potiahneme na objekt Zombunny v hierarchii projektu. Otvoríme si tento controller.

8 55. V priečinkovej štruktúre si nájdeme v Models Characters Zombunny, pričom si ho rozbalíme pomocou trojuholníčka. Vidíme tu 3 animácie Death, Idle, Move ktoré si potiahneme do okna animátora. 56. Animáciu Move nastavíme pravým tlačidlom ako defaultnú. 57. Ideme pridávať parametre do podokna Parameters. Vytvoríme Trigger nazvaný PlayerDead. Vytvoríme ďalší Trigger nazvaný Dead. 58. Klikneme pravým tlačidlom na Move a vyberieme Make transition a následne klikneme na Idle. 59. Klikneme na novo vytvorený prechod (šípku z Move do Idle). Vpravo by sa mal otvoriť inšpektor. Checkbox Has Exit Time musí byť NEoznačený. 60. Nižšie by sme mali vidieť Conditions. Pomocou + pridáme možnosť PlayerDead. 61. Klikneme pravým tlačidlom na Any State a vyberieme Make transition a následne klikneme na Death. 62. Klikneme na novo vytvorený prechod. Vpravo by sa mal otvoriť inšpektor. Checkbox Has Exit Time musí byť NEoznačený. 63. Nižšie by sme mali vidieť Conditions. Pomocou + pridáme možnosť Dead. 64. V priečinkovej štruktúre projektu nájdeme skript, ktorý priradíme Zombunnymu. Scripts Enemy a jeho názov je EnemyMovement. Potiahneme ho na objekt Zombunny v hierarchii projektu. 65. Skript si otvoríme, už je tam napísaný potrebný kód. Ak nechápeme skript, pozrieme si záver videa Ideme robiť hre GUI. V okne Scene si zapneme 2D mód. Vytvoríme nový herný objekt GameObject UI Canvas. Premenujeme ho na HUDCanvas. 67. Pridáme mu nový komponent Canvas Group. Dáme preč fajku Interactable a Block Raycasts. 68. Klikneme pravým tlačidlom na HUDCanvas v hierarchii projektu a vytvoríme prázdny objekt Create Empty. Nazveme ho HealthUI. Resetujeme mu súradnice. 69. Klikneme na obrázok pod Rect Transform. Zatlačíme Alt a Shift (naraz) a zatlačíme nasledovné tlačidlo:

9 70. Width nastavíme na 75 a Height na V hierarchii projektu klikneme pravým tlačidlom na HealthUI a vytvoríme mu nový detský objekt UI Image. Premenujeme ho na Heart. Resetujeme jeho pozíciu. 72. Width nastavíme na 30 a Height na V riadku Source Image vyberieme súbor Heart. 74. V hierarchii projektu klikneme pravým tlačidlom na HealthUI a vytvoríme mu nový detský objekt UI Slider. Premenujeme ho na HealthSlider. Resetujeme jeho pozíciu. 75. Vyberieme objekt HealthSlider. Pos X nastavíme na 95. Width na 130 a Height na V hierarchii projektu si rozbalíme HelathSlider tak, aby sme videli jeho detské objekty. Zmažeme Handle Slide Area. 77. Vyberieme opäť objekt HealthSlider. Transition dáme na None. Max Value nastavíme na 100. Value tiež nastavíme na HealthSlider ma detský objekt Background. Jeho alfa kanál nastavíme na 0 v riadku Color. 79. HealthSlider ma detský objekt Fill Area. Right nastavíme na V hierarchii projektu klikneme pravým tlačidlom na HUDCanvas a vytvoríme mu nový detský objekt UI Image. Premenujeme ho na DamageImage. 81. Klikneme na obrázok pod Rect Transform. Zatlačíme Alt a vyberieme: 82. Klikneme na Color a Alpha kanál nastavíme na Ideme pridať hráčovi zdravie. Vypneme 2D pohľad. V priečinkovej štruktúre projektu nájdeme skript, ktorý priradíme Playerovi, a to Scripts Player a jeho názov je PlayerHealth. Potiahneme ho na objekt Player v hierarchii projektu.

10 84. Skript sa snažíme pochopiť. Popísaný je vo videu: V inšpektore objektu Player sa pozrieme na tento skript. Do riadku Health Slider potiahneme objekt HealthSlider z hierarchie projektu. Do riadku Damage Image potiahneme objekt DamageImage z hierarchie projektu. 86. V riadku Death Clip klikneme na koliesko a vyberieme zvukový súbor Player Death. 87. V priečinkovej štruktúre projektu nájdeme skript, ktorý priradíme Zombunnymu, a to v Scripts Enemy a jeho názov je EnemyAttack. Potiahneme ho na objekt Zombunny v hierarchii projektu. 88. Skript sa snažíme pochopiť. Popísaný je vo videu: V priečinkovej štruktúre projektu nájdeme skript, ktorý priradíme Zombunnymu, a to v Scripts Enemy a jeho názov je EnemyHealth. Potiahneme ho na objekt Zombunny v hierarchii projektu. 90. Skript sa snažíme pochopiť. Popísaný je vo videu: V riadku Death Clip klikneme na koliesko a vyberieme zvukový súbor ZomBunny Death. 92. V skripte Enemy Health sme si všimli public void StartSinking, ktoré ale nikde nevoláme. V priečinkovej štruktúre projektu nájdeme Model Zombunny a v inšpektore si pozrieme, že táto funkcia sa volá eventom z animácie Death (modrý ukazovateľ). Toto už bolo v projekte predpripravené.

11 93. Ideme editovať skript EnemyAttack, ktorý má Zombunny. Úprava spočíva v odkomentovaní zakomentovaného kódu. 94. V priečinku Prefabs nájdeme GunParticles. Klikneme na neho, aby sme vpravo videli jeho inšpektor. Vidíme jeho komponent Particle System. Klikneme na ozubené koliesko a zatlačíme Copy Component. 95. V hierarchii objektu si rozklikneme trojuholníček Playera, aby sme videli detský objekt GunBarrelEnd, na ktorý klikneme. V inšpektore pri komponente Transform klikneme na ozubené koliesko a vyberieme Paste Component as New. 96. Hernému objektu GunBarrelEnd pridáme nový komponent Line Renderer. Rozbalíme si Materials. V riadku Element 0 vyberieme pomocou kolieska súbor LineRendererMaterial. 97. Rozbalíme si Parameters. Start Width a End Width nastavíme na Pomocou checkboxu pri názve komponentu tento komponent deaktivujeme. 99. Hernému objektu GunBarrelEnd pridáme nový komponent Rendering Light Komponentu Light zmeníme farbu na (241,255,0) Pomocou checkboxu pri názve komponentu tento komponent deaktivujeme Hernému objektu GunBarrelEnd pridáme nový komponent Audio Audio Source V riadku Audio Clip pomocou guličky vyberieme súbor Player Gunshot. Deaktivujeme Play on Awake V priečinkovej štruktúre projektu nájdeme skript, ktorý priradíme objektu GunBarrelEnd, a to Scripts Player a jeho názov je PlayerShooting. Potiahneme ho na objekt GunBarrelEnd v hierarchii projektu Skript sa snažíme pochopiť. Popísaný je vo videu: Otvoríme si objekt Player a v pravom horným rohu zatlačíme Apply pre uloženie tohto prefabu Ideme editovať skript EnemyMovement, ktorý má Zombunny. Úprava spočíva v odkomentovaní zakomentovaného kódu Ideme editovať skript PlayerHealth, ktorý má Player. Úprava spočíva v odkomentovaní zakomentovaného kódu Ideme urobiť UI skóre. Prepneme scénu do 2D módu. Vytvoríme detský objekt k objektu HUDCanvas typu UI Text. Objekt nazveme ScoreText V nastaveniach Anchor vyberieme bez Altu a bez Shiftu tento prvok:

12 111. Pos Y nastavíme na -55. Width nastavíme na 240. Height na 50. Color nastavíme na bielu. Font nastavíme pomocou kolieska na LuckiestGuy. Font Size nastavíme na 50. Obidva Alignmenty nastavíme na stred. Do položky Text napíšeme Score: Ideme dať textu tieň. Pridáme komponent Shadow. Effect distance nastavíme na (2,-2) V priečinkovej štruktúre projektu nájdeme skript, ktorý priradíme objektu ScoreText, a to Scripts Managers a jeho názov je ScoreManager. Potiahneme ho na objekt ScoreText v hierarchii projektu Zaujímavosťou je, že public static int score; patrí triede ako takej a nie inštanciám. Kód je popísaný v Ideme editovať skript EnemyHealth, ktorý má Zombunny. Úprava spočíva v odkomentovaní zakomentovaného kódu Do priečinka Prefabs potiahneme herný objekt Zombunny Radšej si trikrát skontrolujeme, či sa Zombunny skutočne uložil ako Prefab. Potom v hierarchii projektu (nie v priečinkovej štruktúre) zmažeme objekt Zombunny Ideme automatizovane spawnovať Zombunnyov a ďalších nepriateľov Do priečinka Prefabs (NIE _CompletedAssets/Prefabs!!!) si rozbalíme obsah súboru V priečinkovej štruktúre projektu si v priečinku Prefabs nájdeme prefab ZomBear. Tomuto prefabu potiahneme do komponentu Animator animator controller EnemyAC z priečinka Animation, nakoľko má rovnakú kostru ako Zombunny. (Tento prefab už je z veľkej časti predpripravený už má napríklad skripty...) V priečinkovej štruktúre projektu si v priečinku Prefabs nájdeme prefab Hellephant. Tento nepriateľ má inú kostru ako Zombunny V priečinku Animation vytvoríme nový Animator Override Controller. Nazveme ho HellephantAOC Tento nový override controller si otvoríme. V inšpektore do riadka Controller potiahneme už známy controller EnemyAC V priečinku Models Characters nájdeme Hellephant. Klikneme na rozbaľovací trojuholník, aby sme videli vnorené animácie. Death, Idle a Move potiahneme do inšpektora HellephantAOC V priečinkovej štruktúre projektu si v priečinku Prefabs nájdeme prefab Hellephant. Tomuto prefabu potiahneme do komponentu Animator animator controller HellephantAOC z priečinka Animation Vytvoríme v hierarchii projektu nový prázdny objekt, ktorý nazveme EnemyManager. Resetujeme jeho súradnice V priečinku Scripts Managers nájdeme skript EnemyManager, ktorý potiahneme do inšpektora herného objektu EnemyManager. Skript otvoríme a snažíme sa ho pochopiť alebo ho pochopíme z videa: (cca 8.minúta) 128. Vytvoríme spawn point pre Zombunnyho. V hierarchii projektu vytvoríme prázdny objekt ZombunnySpawnPoint. Tomuto bodu dáme špeciálnu ikonu (pre prehľadnosť). V inšpektore tohto bodu klikneme hore na farebnú kocku. Klikneme na modrý obdĺžnik, nakoľko Zombunny je modrý. Pozíciu X nastavíme na -20.5, pozíciu Y na 0 a Z na Rotáciu Y na 130.

13 129. Duplikujeme ZombunnySpawnPoint a nazveme ho ZombearSpawnPoint. Zmeníme jeho ikonu na fialovú (tak ako sme menili na modrý obdĺžnik). Pozíciu X nastavíme na 22.5, pozíciu Y na 0 a Z na 15. Rotáciu Y na Duplikujeme ZombunnySpawnPoint a nazveme ho HellephantSpawnPoint. Zmeníme jeho ikonu na žltú (tak ako sme menili na modrý obdĺžnik). Pozíciu X nastavíme na 0, pozíciu Y na 0 a Z na 32. Rotáciu Y na V hierarchii projektu otvoríme EnemyManager. Do riadku Player Health potiahneme z hierarchie projektu objekt Player. Do riadku Enemy potiahneme z priečinka Prefabs prefab Zombunny V inšpektore EnemyManagera v riadku SpawnPoint nastavíme size na 1. Do Element 0 potiahneme herný objekt ZombunnySpawnPoint V priečinku Scripts Managers nájdeme skript EnemyManager, ktorý potiahneme do inšpektora herného objektu EnemyManager. Teraz tu už teda máme skripty dva. Do riadku Player Health potiahneme z hierarchie projektu objekt Player. Do riadku Enemy potiahneme z priečinka Prefabs prefab Zombear. V riadku SpawnPoint nastavíme size na 1. Do Element 0 potiahneme herný objekt ZombearSpawnPoint V priečinku Scripts Managers nájdeme skript EnemyManager, ktorý potiahneme do inšpektora herného objektu EnemyManager. Teraz tu už teda máme skripty tri. Do riadku Player Health potiahneme z hierarchie projektu objekt Player. Do riadku Enemy potiahneme z priečinka Prefabs prefab Hellephant. V riadku SpawnPoint nastavíme size na 1. Do Element 0 potiahneme herný objekt HellephantSpawnPoint. SpawnTime nastavíme na Kto chce, tak si urobí aj animáciu GameOver -

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