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Creating an RTS Game in Unity 2023

You're reading from  Creating an RTS Game in Unity 2023

Product type Book
Published in Oct 2023
Publisher Packt
ISBN-13 9781804613245
Pages 548 pages
Edition 1st Edition
Languages
Author (1):
Bruno Cicanci Bruno Cicanci
Profile icon Bruno Cicanci

Table of Contents (23) Chapters

Preface 1. Part 1: Foundations of RTS Games
2. Chapter 1: Introducing Real-Time Strategy Games 3. Chapter 2: Setting Up Unity and the Dragoncraft Project 4. Chapter 3: Getting Started with Our Level Design 5. Chapter 4: Creating the User Interface and HUD 6. Part 2: The Combat Units
7. Chapter 5: Spawning an Army of Units 8. Chapter 6: Commanding an Army of Units 9. Chapter 7: Attacking and Defending Units 10. Chapter 8: Implementing the Pathfinder 11. Part 3: The Battlefield
12. Chapter 9: Adding Enemies 13. Chapter 10: Creating an AI to Attack the Player 14. Chapter 11: Adding Enemies to the Map 15. Part 4: The Gameplay
16. Chapter 12: Balancing the Game’s Difficulty 17. Chapter 13: Producing and Gathering Resources 18. Chapter 14: Crafting Buildings and Defense Towers 19. Chapter 15: Tracking Progression and Objectives 20. Chapter 16: Exporting and Expanding Your Game 21. Index 22. Other Books You May Enjoy

Creating a map editor to speed up map creation

Now, it is time to gather both configuration files – DefaultConfiguration (LevelConfiguration) and Level01 (LevelData) – and put them into use in a script that will initialize and place Prefabs based on the setup we made on each ScriptableObject. The script will be a component that can be attached to any GameObject in the scene and will need a couple of references to work: the LevelData asset we want to use, and the plane used to place the Prefabs in the scene.

So, first, create a script called LevelComponent inside the Scripts | Level folder. Then, open the script and replace the content with the following code:

using UnityEngine;
namespace Dragoncraft
{
    public class LevelComponent : MonoBehaviour
    {
        [SerializeField] private LevelData _levelData;
        [SerializeField] private GameObject...
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