Game Development Reference
In-Depth Information
MissionMgr : This GameObject will be present in this level, but we will not
use a new mission to track the level progress. The missionMgr GameOb-
ject should still stick around in case we want to add secondary missions or
side-quests to the game in the future.
Player : The Player GameObject will need to have a working playerData
component script attached to it. Since this level is completed upon achieving
a certain score, and since scores (along with other statistics) are tracked in
this data structure, we are required to implement playerData .
LevelLogicObj : The LevelLogicObj GameObject is the main logic ob-
ject that will track the players' score and the number of points that have been
earned in this level, and will dispatch the pass condition pop up at the end of
the level, assuming enough points have been acquired.
QuizCard : The QuizCard GameObject creates a number of quiz cards
(one for each state) that show the user a unique question or hint that the NPC
will present to the player. The NPC will ask the player to choose a state that
addresses their statement. If the correct answer is given, 500 points will be
awarded to the player.
CorrectResponse : The CorrectResponse GameObject creates a num-
ber of response cards that show your response (as the player) to the NPC
when you give a correct response. These form the second half of the player
to NPC interaction system in this level.
SetupLevel3 : The SetupLevel3 GameObject is the Prefab that does the
setup for Mission 3 and starts the level.
Time : The Time GameObject is a clock object. In this mission the pressure
element will be provided by the race against the clock. If the clock reaches
zero before 2,500 points are acquired, this class activates the failure condi-
tion pop-up dialog window.
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