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Unity Certified Programmer Exam Guide - Second Edition

You're reading from  Unity Certified Programmer Exam Guide - Second Edition

Product type Book
Published in May 2022
Publisher Packt
ISBN-13 9781803246215
Pages 766 pages
Edition 2nd Edition
Languages
Author (1):
Philip Walker Philip Walker
Profile icon Philip Walker

Table of Contents (17) Chapters

Preface 1. Chapter 1: Setting Up and Structuring Our Project 2. Chapter 2: Adding and Manipulating Objects 3. Chapter 3: Managing Scripts and Taking a Mock Test 4. Chapter 4: Applying Art, Animation, and Particles 5. Chapter 5: Creating a Shop Scene for Our Game 6. Chapter 6: Purchasing In-Game Items and Advertisements 7. Chapter 7: Creating a Game Loop and Mock Test 8. Chapter 8: Adding Custom Fonts and UI 9. Chapter 9: Creating a 2D Shop Interface and In-Game HUD 10. Chapter 10: Pausing the Game, Altering Sound, and a Mock Test 11. Chapter 11: Storing Data and Audio Mixer 12. Chapter 12: NavMesh, Timeline, and a Mock Test 13. Chapter 13: Effects, Testing, Performance, and Alt Controls 14. Chapter 14: Full Unity Programmer Mock Exam 15. Other Books You May Enjoy Appendix

Scoring enemy hits

As with most games, we need a scoring system to show how well the player has done at the end of the game. Typically, with side-scrolling shooter games, the player is rewarded for each kill they make. If we turn to our game framework diagram, we can see that ScoreManager is hooked up to GameManager like ScenesManager was:

Figure 3.10 – Killer Wave UML

Our code for adding a scoring system will once again be minimal. We also want flexibility so that different enemies are worth different points. We also want it so that when we add another enemy to our game with a different scoring point, we can avoid altering our code each time.

We will be working with the following scripts in this section:

  • EnemyWave
  • ScoreManager
  • ScenesManager
  • SOActorModel

Since the scoring system is an integral factor in our game, it would make sense to add a simple integer to SOActorModel that injects common values into our game objects...

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