Game Development Reference
In-Depth Information
Finally, drag the object from the Scene hierarchy into Assets\Prefabs\Props to
create the prefab, ensuring its name is SelectionCircle . Then, delete the object from
the scene as we no longer need it.
Now, in the Battle scene, in the editor, select the BattleManager game object in the Pro-
ject hierarchy; once you do this, drag the SelectionCircle prefab on to the Selec-
tion Circle property for the BattleManager script to attach it to the BattleManager
game object.
Adding selection logic to the EnemyController class
With everything set up in the BattleManager game object, we can now return to the
EnemyController script and repeat the process we used with CommandButton so
the player can click on the Goblins to highlight them.
First, we need a couple of properties in the EnemyController script to keep a referen-
ce to our SelectionCircle prefab and determine whether the current enemy is selec-
ted or not. So, add the following to the top of the EnemyController class:
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