Open up the animations window with Ctrl-6 or using the Window menu of the unity editor. Select your game object so we can create animations for it.Drag the animator controller into the controller component on the game object.Give it any name (I like to put AC somewhere in the name so it's easily identifiable like player_AC) In your project window, add an animator controller for your character by doing right click - add - animator controller.To do this, hit add component and type in animator. Add an animator component to your character game object.If you need some sprite images to build a quick prototype, try finding Sunnyland in the asset store like we were using in this crash course.Let's revisit the steps to add an animation controller and animation clips for any gameobject actor within the game. One of the coolest parts of making a game is watching animations come together on your player or enemies based on what events are happening in the game (idling, running, jumping, or landing on a enemies head) Prefab art assets for the first few videos can be found here Basics of Prefabs - Essentially stored copies of a game object and their components that can be reused anywhere in your game.Some basic scripting concepts like finding game objects in the scenes, modifying component properties, and setting property values in the Unity inspector.Example functionality of UI buttons and learning the how Canvas UI elements work different from normal game objects in 3D / 2D space.Adding in a player to the game with movement, sprites, and an animation controller.Unity specific basics like understanding Scenes, GameObjects, Components, and how they tie together.The videos are kept short, sweet, and easy to understand. It's a very short course so rather than trying to explain everything, in this one we focus on learning the essentials for absolute beginners. It’ will look like this.This course is meant to introduce you to the Unity game development engine with a series of sequential tutorials that show you many basics of the editor while getting to the start of something that resembles a functional 2d platformer. As a edge case if we get to the end of the list and our roll is still greater then 0 (Zero) we’ll just return the first item in our list.Ģ0–20 = 0 Continue to item C. Else we will move on to the next item and repeat the process. If it is we’ll return the item we are currently at. Then we subtract the weight of our current item from our dice roll and check to see if it’s below 0. We will then “roll” and come up with a number between 0 and our total weight. We then need a variable as a dice or roll. The first thing we are going to do is tally up the combined weight. I’ll explain the code before showing the code block. Your class name should look like this now. We need to inherit from Scriptable Object ( lol this will absolutely be the last time I type it out). Most Unity script’s inherit from MonoBehaviour and that will not be the case here. (I’ll be using SO from here on out to reduce typing it all out.) We’ll start off by creating a C# script and naming it LootTable. So first let’s create a Scriptable Object. Where data changed and modified during playmode is volatile and stored in ram and deleted when no longer in use. They can store persistent data that is specific to them and isn’t destroyed when exiting playmode. Scriptable Objects are Unity Specific data containers. So the solution I came up with was to use a scriptable object. And modular where I can just pop it in and out. Accessible where any object that it’s attached to can just call a simple function. The flexibility is the part where I can modify it easily. The Ideas is to make the system Flexible, Accessible, and Modular. We’ll create a controlled test and then implement it in our spawning system. It’s time to take a look at our item spawning. Objective: Creating a system for Item spawning.Īs we continue refactor our spawning systems. Galaxy Shooter 2D Framework Series / Loot System
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