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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

Calculating the damage

Previously, we included all the enemy variations and reused most of the systems created for the units. However, as the project evolves, we have a new need to create a common class for both enemies and units to make it easier for the battle and collision scripts to handle both types of characters. It is a common practice to rework existing code to expand its functionality or improve its overall quality, which is called code refactoring.

We already have some classes used by units and enemies that, even though they are very specific, still share some properties and methods that are the same for both characters. Having a class with common code for both units and enemies will reduce the amount of duplicated code and improve the code usability. The updated versions of the data and component classes will be inherited from the common class for code reuse and will have only the implementation that is different and unique for each character.

Let us start with the...

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