Game Development Reference
In-Depth Information
public npcCondition initialScore;
9. If a Player class can be found, extract the score from the playerData
component, and store it in the initialScore component. Note that we
need to cast the npcComponent base reference to floatData in order to
access the _floatData member for storage.
10. The body of this method works in a manner similar to SetupMissionTwo ,
where it creates backups of the QuizPrefab and SpawnPoint lists. It
diverges, however, when five random quiz cards are selected from the
QuizPrefab list. We directly associate the card Prefab with the NPC to be
instantiated as shown in the following code:
objectInteraction objInteraction =
Npc.GetComponent<objectInteraction>();
if (objInteraction)
objInteraction.prefab = quizPrefab;
11. We also pass the ID value from the QuizPrefab card into the ID of
QuizNpcHelper . We use this later when the CorrectAnswer pop up looks
up the NPC that instantiated the card. At that time, we locate the NPC by ID
and then pass doSuccess into its animator to make it dance as done in level
two.
Congratulations! The setupLevel3 Prefab is complete. We now have a class that
will randomly pick a state quiz card and randomly spawn NPCs in the world to inter-
act with the player.
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