Game Development Reference
In-Depth Information
Updating level 1 pop ups
Now that pop ups of level 2 are finished, let's update and modify the pop ups for level
1.
1. We need to create a start pop up for level 1 that matches the pattern of the
other two levels.
2. Copy
popup_Level2Start
from
MainCamera
, and paste it on
MainCam-
era
as well.
3. Rename the copy as
popup_Level1Start
.
4. At this point in time, your
MainCamera
hierarchy should look similar to the
following screenshot:
5. Set the first action on
Button1
to
CameraLookPlayer()
so that when the
level starts, the camera will track the hero.
6. Set the second action on
Button1
to
DisableOb-
ject(popup_Level1Start)
. This will hide this panel while still leaving it
attached to the
MainCamera
GameObject persistent in
_global
.
7. We will not need to allow the user to repeat level 1. Since there is no fail con-
dition, we will not need a repeat pop up for level 1. The level complete pop
up will be dynamically allocated as a reward for finishing the level 1 mission
of returning flags to the monument as originally designed.
8. To support easy programmatic access to these pop ups, we will write a
PopupMgr
script to store references to these pop-up objects. This class will
then be used to access these pop ups for easy enabling and disabling.
9. Create a new script with the C# script wizard named
PopupMgr
, and attach
it to the
MainCamera
instance in the
_global
hierarchy.
10. Give this script eight public references to the following GameObject pop ups: