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Gamification with Unity 5.x

You're reading from  Gamification with Unity 5.x

Product type Book
Published in Nov 2016
Publisher Packt
ISBN-13 9781786463487
Pages 328 pages
Edition 1st Edition
Languages
Concepts

Table of Contents (16) Chapters

Gamification with Unity 5.x
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
1. The Anatomy of Games 2. Who or What Am I? Understanding the Player 3. An Engaged Player is a Happy Player 4. Organized Chaos - Getting Ideas Out of Your Head and on to Paper 5. Sculpting the Conceptual Beast 6. Breathing Life into Your First Creation - Creating and Importing Assets for Your Application 7. Get Your Motor Running 8. Break, Destroy, and Rebuild - the Art of Playtesting and Iteration 9. Graduating Your Project to Completion 10. Being the Best That You Can Be!

Dealing with tasks


In this section, we are going to explore how the user can interact with Tasks, how he or she can visualize them, and how to create new ones as well.

A prefab as Task panel

Since the user can create more than one task and we would like to show them in a nice way, we need to create a reusable Task panel. Prefabs are great for reusable objects; therefore, we are going to use one.

First of all, we have to actually create a Task panel in our Scene before moving it into a prefab. The general idea is that the Task panel should show all the essential information about a task. This includes the name of the task, its icon, its priority, as well as the expire date. This is the overall design that we would like to achieve:

Let's start by creating a new UI image, and use the background in icons-task as a sprite. Rename it Task Panel. We should have something like the following:

We need to add a new image for the icon on the left, and another one for the priority on the right. Rename...

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