Game Development Reference
In-Depth Information
Using the setupLevel3 Prefab
The setupLevel3 Prefab will be activated when the user presses the
popup_Level3Start button. It will initialize the NPCs for the level, place them in
random locations in the world, and set up the state tracking logic that determines if
the player achieves success. Perform the following steps to use the setupLevel3
Prefab:
1. Locate the Prefab named setupLevel2 beneath _level2 , and rename it
setupLevel3 . Duplicate the SetupMissionTwo script from mission two,
and rename the duplicate to SetupMissionThree . Place the duplicate in the
folder named Chapter9 to keep your assets organized.
2. Add an instance of this script to the setupLevel3 object.
3. Inside MonoDevelop , change the class declaration to SetupMissionThree
so that it matches the name of the script as shown in the following code:
public class SetupMissionThree :
MonoBehavior
4. We will use the same pattern to choose random NPC locators as we did for
the QuizNpc locators in mission two. We will remove the CorrectPopups list,
because each pop up will have a unique, correct pop up already associated
with it in the editor.
5. At this point, open up PopupPanel.cs , and add the following line of code:
Public int id;
6. This ID will be used by the pop up to locate the NPC that dispatched it so that
its animation can be updated on success.
7. In LEVEL3 , we note the successful pass condition is when 2,500 points have
been earned in addition to the points from levels one and two. In order to de-
termine this, we need to remember the score at the beginning of the level so
that we can calculate the delta.
8. At the top of SetupMissionThree , add an initialScore variable of type
npcCondition . Since the level's complete processing will be handled by
npcDecisionMgr , we need to store the score in a datatype that this system
can operate on:
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