Graphics Reference
In-Depth Information
Player
User manager
Player manager
Game controller
e game controller is attached
to a gameObject in the main
game scene.
Input controller
Class derived from
Humanoid
movement
controller
Slot-based
weapon system
UI
manager
Sound
manager
Enemy
Scene manager
(persists across all scenes)
Slot-based
weapon system
Enemy manager
(Enemy_Bot_LBS.cs)
AI controller
Class derived from
Armed enemy
movement controller
(BaseArmedEnemy.cs)
Scene
Manager and control objects
Fig u re 11. 3 The game structure for Lazer Blast Survival .
This game may be found in the example games project, its game scenes in the Scenes/
Lazer Blast Survival folder named level_1, level_2 and menu_IP.
Its prefabs are located in the Prefabs/Games/Lazer Blast Survival folder.
A genre-familiar directional control system drives the action—that is, when you press
the left or right key, the player moves toward the left or right of the play area and when
you press the up or down key the player moves toward the top or bottom of the play area.
There is a teleportation particle effect to pre-warn the player as to where the next attack
wave will be appearing, which makes the spawning system fair—without the pre-warning
effects it would be too easy for the player to be standing right where a new enemy spawns
and for it to be killed instantly.
Additions to the core framework are minimal, and you can see the structure of the
game in Figure 11.3.
11.1 Main Menu Scene
Lazer Blast Survival works across just two scenes. The main menu scene loads a game
scene containing an arena 3D environment and everything to make the game work how
it should.
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