Game Development Reference
In-Depth Information
Now, we can click
Play
to see the result. We should be able to walk around by pressing the
arrow,
W
,
A
,
S
,
D
, or
Space
key to jump, move the mouse to rotate around, press
E
to aim,
press
R
to reload the rocket, and click on the let mouse buton to ire the rocket. However,
we won't be able to see the number of bullets right now, because we don't have any UI set
up to show the number yet. So, in the next step, we will create a bullet count UI by using
GUITexture
and
OnGUI()
.
Objective Complete - Mini Debriefing
In this secion, we just created the rocket and paricle efect that will appear when the player
presses ire. It seems like a lot to do in one secion, but it was worth it.
First, in the
Rocket
script, we used
@script RequireComponent(ConstantForce)
to
tell the script to require the
ConstantForce
for this rocket; this will tell Unity to basically add
the
ConstantForce
automaically when we add this script to the object.
ConstantForce
is one of the
Physics
components in Unity that will add a
constant force to the
RigidBody
object (the
ConstantForce
works with the
RigidBody
components, so when we add the
ConstantForce
to our object,
Unity will automaically add the
RigidBody
as well), which will contain the
properies that we can use to control the rocket movement. For more details
please have a look at the following website:
http://unity3d.com/support/documentation/Components/
class-ConstantForce.html
.
Next, we have the
timeout
and
explosion
parameters. We then have the
Invoke()
funcion calling the
KillObject()
funcion ater the
timeout
(3.0 seconds). Then, we
check for the collision object—if the rocket hits something, it will get to the posiion where
the collision occurs, add the explosion object to that posiion, and then the rocket object will
kill itself.
The
KillObject()
funcion basically stops the paricle emiter, makes sure that the paricle
will destroy itself by seing the
autodestruct
parameter to
true
, detaches the paricle,
and destroys the game object itself.
Now, we create the script for the rocket and smoke paricle. Then, we use the built-in paricle
package and adapt to the way we want for smoke and smoke trial. Finally, we put everything
together and get the result as expected.