├── .gitignore ├── Assets ├── Entities.meta ├── Entities │ ├── Enemy.meta │ ├── Enemy │ │ ├── Arrival.anim │ │ ├── Arrival.anim.meta │ │ ├── Enemy.controller │ │ ├── Enemy.controller.meta │ │ ├── Enemy.prefab │ │ ├── Enemy.prefab.meta │ │ ├── EnemyBehaviour.cs │ │ ├── EnemyBehaviour.cs.meta │ │ ├── Idle.anim │ │ ├── Idle.anim.meta │ │ ├── enemyBlack2.png │ │ ├── enemyBlack2.png.meta │ │ ├── enemyLaser.prefab │ │ └── enemyLaser.prefab.meta │ ├── EnemyFormation.meta │ ├── EnemyFormation │ │ ├── FormationController.cs │ │ ├── FormationController.cs.meta │ │ ├── Position.cs │ │ ├── Position.cs.meta │ │ ├── Position.prefab │ │ └── Position.prefab.meta │ ├── Player.meta │ └── Player │ │ ├── Player.prefab │ │ ├── Player.prefab.meta │ │ ├── PlayerController.cs │ │ ├── PlayerController.cs.meta │ │ ├── PlayerLaser.prefab │ │ ├── PlayerLaser.prefab.meta │ │ ├── laserBlue03.png │ │ ├── laserBlue03.png.meta │ │ ├── playerShip1_blue.png │ │ └── playerShip1_blue.png.meta ├── Fonts.meta ├── Fonts │ ├── BMblock.TTF │ ├── BMblock.TTF.meta │ ├── batmfa__.ttf │ ├── batmfa__.ttf.meta │ ├── batmfo__.ttf │ └── batmfo__.ttf.meta ├── Prefabs.meta ├── Prefabs │ ├── LevelManager.prefab │ ├── LevelManager.prefab.meta │ ├── Music Player.prefab │ └── Music Player.prefab.meta ├── Scripts.meta ├── Scripts │ ├── LevelManager.cs │ ├── LevelManager.cs.meta │ ├── MusicPlayer.cs │ ├── MusicPlayer.cs.meta │ ├── Projectile.cs │ ├── Projectile.cs.meta │ ├── ScoreDisplay.cs │ ├── ScoreDisplay.cs.meta │ ├── ScoreKeeper.cs │ ├── ScoreKeeper.cs.meta │ ├── Shredder.cs │ └── Shredder.cs.meta ├── Sounds.meta ├── Sounds │ ├── Music.meta │ ├── Music │ │ ├── Clearside - Siste Viator.ogg │ │ ├── Clearside - Siste Viator.ogg.meta │ │ ├── Clearside - Assimilator.wav │ │ ├── Clearside - Assimilator.wav.meta │ │ ├── Clearside - Below The Shift.mp3 │ │ ├── Clearside - Below The Shift.mp3.meta │ │ ├── Clearside - Coma.mp3 │ │ └── Clearside - Coma.mp3.meta │ ├── bg music nodens-field-song.mp3 │ ├── bg music nodens-field-song.mp3.meta │ ├── sfx_laser1.ogg │ ├── sfx_laser1.ogg.meta │ ├── sfx_laser2.ogg │ ├── sfx_laser2.ogg.meta │ ├── sfx_lose.ogg │ ├── sfx_lose.ogg.meta │ ├── sfx_shieldDown.ogg │ ├── sfx_shieldDown.ogg.meta │ ├── sfx_shieldUp.ogg │ ├── sfx_shieldUp.ogg.meta │ ├── sfx_twoTone.ogg │ ├── sfx_twoTone.ogg.meta │ ├── sfx_zap.ogg │ └── sfx_zap.ogg.meta ├── _Scenes.meta └── _Scenes │ ├── Game.unity │ ├── Game.unity.meta │ ├── Start Menu.unity │ ├── Start Menu.unity.meta │ ├── Win Screen.unity │ └── Win Screen.unity.meta ├── LICENSE ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NavMeshLayers.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityAdsSettings.asset └── UnityConnectSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | *.sln 2 | *.userprefs 3 | *.csproj 4 | *.pidb 5 | *.unityproj 6 | .DS_Store 7 | /obj 8 | /Temp 9 | /Builds 10 | Library/ 11 | build/ 12 | -------------------------------------------------------------------------------- /Assets/Entities.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: be3f9a9b422214baa839ab7181726618 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Entities/Enemy.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8cedb550ec8ff43aaa4b710468c3ac2c 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /Assets/Entities/EnemyFormation/FormationController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class FormationController : MonoBehaviour { 5 | public GameObject enemyPrefab; 6 | public float width = 10; 7 | public float height = 5; 8 | public float speed = 5.0f; 9 | public float padding = 1; 10 | public float spawnDelaySeconds = 1f; 11 | 12 | private int direction = 1; 13 | private float boundaryRightEdge, boundaryLeftEdge; 14 | 15 | // Use this for initialization 16 | void Start () { 17 | Camera camera = Camera.main; 18 | float distance = transform.position.z - camera.transform.position.z; 19 | boundaryLeftEdge = camera.ViewportToWorldPoint(new Vector3(0,0,distance)).x + padding; 20 | boundaryRightEdge = camera.ViewportToWorldPoint(new Vector3(1,1,distance)).x - padding; 21 | SpawnUntilFull(); 22 | } 23 | 24 | void OnDrawGizmos(){ 25 | float xmin,xmax,ymin,ymax; 26 | xmin = transform.position.x - 0.5f * width; 27 | xmax = transform.position.x + 0.5f * width; 28 | ymin = transform.position.y - 0.5f * height; 29 | ymax = transform.position.y + 0.5f * height; 30 | Gizmos.DrawLine(new Vector3(xmin,ymin,0), new Vector3(xmin,ymax)); 31 | Gizmos.DrawLine(new Vector3(xmin,ymax,0), new Vector3(xmax,ymax)); 32 | Gizmos.DrawLine(new Vector3(xmax,ymax,0), new Vector3(xmax,ymin)); 33 | Gizmos.DrawLine(new Vector3(xmax,ymin,0), new Vector3(xmin,ymin)); 34 | } 35 | 36 | // Update is called once per frame 37 | void Update () { 38 | float formationRightEdge = transform.position.x + 0.5f * width; 39 | float formationLeftEdge = transform.position.x - 0.5f * width; 40 | if (formationRightEdge > boundaryRightEdge){ 41 | direction = -1; 42 | } 43 | if (formationLeftEdge < boundaryLeftEdge){ 44 | direction = 1; 45 | } 46 | transform.position += new Vector3(direction * speed * Time.deltaTime,0,0); 47 | 48 | if(AllMembersAreDead()){ 49 | Debug.Log("My formation is empty :("); 50 | SpawnUntilFull(); 51 | } 52 | } 53 | 54 | void SpawnUntilFull(){ 55 | Transform freePos = NextFreePosition(); 56 | GameObject enemy = Instantiate(enemyPrefab, freePos.position, Quaternion.identity) as GameObject; 57 | enemy.transform.parent = freePos; 58 | if(FreePositionExists()){ 59 | Invoke("SpawnUntilFull", spawnDelaySeconds); 60 | } 61 | } 62 | 63 | bool FreePositionExists(){ 64 | foreach(Transform position in transform){ 65 | if(position.childCount <= 0){ 66 | return true; 67 | } 68 | } 69 | return false; 70 | } 71 | 72 | Transform NextFreePosition(){ 73 | foreach(Transform position in transform){ 74 | if(position.childCount <= 0){ 75 | return position; 76 | } 77 | } 78 | return null; 79 | } 80 | 81 | bool AllMembersAreDead(){ 82 | foreach(Transform position in transform){ 83 | if(position.childCount > 0){ 84 | return false; 85 | } 86 | } 87 | return true; 88 | } 89 | } 90 | 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a80c973f6906c4fa28285f1278005790 3 | NativeFormatImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Entities/Player/PlayerController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class PlayerController : MonoBehaviour { 5 | public GameObject laser; 6 | public float projectileSpeed = 10; 7 | public float projectileRepeatRate = 0.2f; 8 | 9 | public float speed = 15.0f; 10 | public float padding = 1; 11 | public float health = 200; 12 | 13 | public AudioClip fireSound; 14 | 15 | private float xmax = -5; 16 | private float xmin = 5; 17 | 18 | void OnTriggerEnter2D(Collider2D collider){ 19 | Projectile missile = collider.gameObject.GetComponent(); 20 | if(missile){ 21 | health -= missile.GetDamage(); 22 | missile.Hit(); 23 | if (health <= 0) { 24 | Die(); 25 | } 26 | } 27 | } 28 | 29 | void Die(){ 30 | LevelManager man = GameObject.Find("LevelManager").GetComponent(); 31 | man.LoadLevel("Win Screen"); 32 | Destroy(gameObject); 33 | } 34 | 35 | void Start(){ 36 | Camera camera = Camera.main; 37 | float distance = transform.position.z - camera.transform.position.z; 38 | xmin = camera.ViewportToWorldPoint(new Vector3(0,0,distance)).x + padding; 39 | xmax = camera.ViewportToWorldPoint(new Vector3(1,1,distance)).x - padding; 40 | } 41 | 42 | void Fire(){ 43 | GameObject beam = Instantiate(laser, transform.position, Quaternion.identity) as GameObject; 44 | beam.GetComponent().velocity = new Vector3(0, projectileSpeed, 0); 45 | AudioSource.PlayClipAtPoint(fireSound, transform.position); 46 | } 47 | void Update () { 48 | if(Input.GetKeyDown(KeyCode.Space)){ 49 | InvokeRepeating("Fire", 0.0001f, projectileRepeatRate); 50 | } 51 | if(Input.GetKeyUp(KeyCode.Space)){ 52 | CancelInvoke("Fire"); 53 | 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userData: 6 | -------------------------------------------------------------------------------- /Assets/Scripts/LevelManager.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class LevelManager : MonoBehaviour { 5 | 6 | public void LoadLevel(string name){ 7 | Debug.Log ("New Level load: " + name); 8 | Application.LoadLevel (name); 9 | } 10 | 11 | public void QuitRequest(){ 12 | Debug.Log ("Quit requested"); 13 | Application.Quit (); 14 | } 15 | 16 | } 17 | -------------------------------------------------------------------------------- /Assets/Scripts/LevelManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 914b8a75977ed47209fdf798a93ddac3 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/MusicPlayer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class MusicPlayer : MonoBehaviour { 5 | static MusicPlayer instance = null; 6 | 7 | public AudioClip startClip; 8 | public AudioClip gameClip; 9 | public AudioClip endClip; 10 | 11 | private AudioSource music; 12 | 13 | void Start () { 14 | if (instance != null && instance != this) { 15 | Destroy (gameObject); 16 | print ("Duplicate music player self-destructing!"); 17 | } else { 18 | instance = this; 19 | GameObject.DontDestroyOnLoad(gameObject); 20 | music = GetComponent(); 21 | music.clip = startClip; 22 | music.loop = true; 23 | music.Play(); 24 | } 25 | } 26 | 27 | void OnLevelWasLoaded(int level){ 28 | Debug.Log("MusicPlayer: loaded level "+level); 29 | music.Stop (); 30 | 31 | if(level == 0){ 32 | music.clip = startClip; 33 | } 34 | if(level == 1){ 35 | music.clip = gameClip; 36 | } 37 | if(level == 2){ 38 | music.clip = endClip; 39 | } 40 | music.loop = true; 41 | music.Play(); 42 | } 43 | } 44 | -------------------------------------------------------------------------------- /Assets/Scripts/MusicPlayer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: de01848f3a22f4c029498cef005440ca 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Projectile.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Projectile : MonoBehaviour { 5 | 6 | public float damage = 100f; 7 | 8 | public float GetDamage(){ 9 | return damage; 10 | } 11 | 12 | public void Hit(){ 13 | Destroy(gameObject); 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /Assets/Scripts/Projectile.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e20f7e01c29174427a9f494958ce0921 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ScoreDisplay.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | using System.Collections; 4 | 5 | public class ScoreDisplay : MonoBehaviour { 6 | 7 | // Use this for initialization 8 | void Start () { 9 | Text myText = GetComponent(); 10 | myText.text = ScoreKeeper.score.ToString(); 11 | ScoreKeeper.Reset(); 12 | } 13 | 14 | // Update is called once per frame 15 | void Update () { 16 | 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /Assets/Scripts/ScoreDisplay.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cb3bce58065c640678c093edb9d4e900 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ScoreKeeper.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | using System.Collections; 4 | 5 | public class ScoreKeeper : MonoBehaviour { 6 | 7 | public static int score = 0; 8 | private Text myText; 9 | 10 | void Start(){ 11 | myText = GetComponent(); 12 | Reset(); 13 | } 14 | 15 | public void Score(int points){ 16 | Debug.Log ("Scored points"); 17 | score += points; 18 | myText.text = score.ToString(); 19 | } 20 | 21 | public static void Reset(){ 22 | score = 0; 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /Assets/Scripts/ScoreKeeper.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b20744575c0eb4d66a2558f5054a9eff 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Shredder.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Shredder : MonoBehaviour { 5 | 6 | void OnTriggerEnter2D(Collider2D col){ 7 | Destroy(col.gameObject); 8 | } 9 | } 10 | -------------------------------------------------------------------------------- /Assets/Scripts/Shredder.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 074aa485eb72940ef89bf7f79c91be9f 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Sounds.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e062fdbc1ab8b41bcbe76e279862255b 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Sounds/Music.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bc4055d10c7f74360ab006a7f7fb360c 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | 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-------------------------------------------------------------------------------- /Assets/_Scenes/Win Screen.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 14c4ccf78295b44a4b81771a29ac16ba 3 | DefaultImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2017 EmbraceIT Ltd 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | m_SpeedOfSound: 347 9 | Doppler Factor: 1 10 | Default Speaker Mode: 2 11 | m_DSPBufferSize: 0 12 | m_DisableAudio: 0 13 | -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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UnityAdsSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_InitializeOnStartup: 1 8 | m_TestMode: 0 9 | m_EnabledPlatforms: 4294967295 10 | m_IosGameId: 11 | m_AndroidGameId: 12 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | UnityPurchasingSettings: 7 | m_Enabled: 0 8 | m_TestMode: 0 9 | UnityAnalyticsSettings: 10 | m_Enabled: 0 11 | m_InitializeOnStartup: 1 12 | m_TestMode: 0 13 | m_TestEventUrl: 14 | m_TestConfigUrl: 15 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Complete Unity Developer - Section 6 - Laser Defender 2 | 3 | This is the [Complete Unity Developer](http://gdev.tv/cudgithub) - one of the most successful e-learning courses on the internet! Completely re-worked from scratch with brand-new projects and our latest teaching techniques. You will benefit from the fact we have already taught over 360,336 students game development, many shipping commercial games as a result. 4 | 5 | You're welcome to download, fork or do whatever else legal with all the files! The real value is in our huge, high-quality online tutorials that accompany this repo. You can check out the course here: [Complete Unity Developer](http://gdev.tv/cudgithub) 6 | 7 | ## In This Section 8 | ### Introduction to Laser Defender ### 9 | 10 | + Laser Defender introduction 11 | + What Laser Defender teaches 12 | + Animation basics 13 | + Using Trigger colliders 14 | + Introduction to Particle Systems 15 | 16 | ### Section 6 Game Design Document ### 17 | 18 | 19 | 20 | ### Your Laser Defender Assets ### 21 | 22 | 23 | 24 | ### Section 6 Notes ### 25 | 26 | 27 | 28 | ### Importing The Menu System ### 29 | 30 | + Open our previous game and import the menu system 31 | + Create a unity package 32 | + Import package into Laser Defender 33 | + Alternatively, we can use the unitypackage from the section bundle at the beginning of this section 34 | 35 | ### A Starship We Can Control ### 36 | 37 | + Find a suitable sprite asset 38 | + Import into our game 39 | + Create a Player Controller Script to move it 40 | + Restrict the movement to the playspace 41 | 42 | **Useful Links** 43 | + [OpenGameArt.org](OpenGameArt.org) 44 | + [Kenney · Game development studio, Netherlands · Home](http://kenney.nl/) 45 | + [Space Shooter Redux](http://kenney.nl/assets/space-shooter-redux) 46 | 47 | ### Restricting The Player's Position ### 48 | 49 | + How to stop the spaceship from going outside the playspace 50 | + We will check the position when moving and restrict it to something sensible 51 | 52 | ### Creating The Enemies ### 53 | 54 | + Creating the enemy prefab 55 | + Create an EnemySpawner that will generate enemies at runtime 56 | + Make the EnemySpawner generate a single enemy on start 57 | 58 | ### Creating Enemy Positions ### 59 | 60 | + Create a position within the EnemyFormation 61 | + Use **OnDrawGizmos()** to show the position 62 | + Turn the position into a prefab 63 | + Change the spawning script to keep track of positions 64 | 65 | ### Moving The Enemy Formation ### 66 | 67 | + Showing the Formation in the Editor 68 | + Show all four sides of the formation 69 | + Move the formation side to side 70 | 71 | ### Fixing The Formation Movement ### 72 | 73 | + Fix the boundary issue with the formation getting stuck on the edge of the playspace 74 | 75 | ### Spawning Projectiles ### 76 | 77 | + Player object should spawns laser when [space] is pressed 78 | + Create a laser prefab 79 | + We use **Instantiate()** to create a new one 80 | + We give the projectile velocity 81 | 82 | ### Shooting Enemies ### 83 | 84 | + Enemies will respond to the projectile hitting them. 85 | + We use _Kinematic Rigidbody Triggers_ for the enemies 86 | + On trigger, enemy takes damage according to projectile component 87 | + Defining the projectile behaviour 88 | + Detect laser collisions 89 | + Getting the damage from the lasers 90 | 91 | ### Enemies Shooting Back ### 92 | 93 | + Enemies will randomly shoot back with a tuneable frequency 94 | + Make enemies shoot at the player 95 | + Create enemy projectile 96 | + Getting hit by the enemy 97 | + Tuning the frequency 98 | 99 | ### Controlling Collisions with Layers ### 100 | 101 | + Player shoots itself when firing! 102 | + Lasers hit each other! 103 | + We need the player's projectile not to collide with itself or the player 104 | + We need the enemy projectiles to not collide with enemies or each other 105 | 106 | ### Detecting Enemies Have Been Destroyed ### 107 | 108 | + We need to know when all enemies are dead 109 | + We use the childCount property of a transform on the positions - an empty position is a dead enemy 110 | + We re-spawn the enemies when that happens 111 | 112 | ### Spawning Enemies One By One ### 113 | 114 | + Learn how to use recursive functions for the first time 115 | + Make something happen multiple times with a delay between each time 116 | 117 | ### Enemy Position Animation ### 118 | 119 | + Enemies should animate in, rather than appear 120 | + Create an Animator and Animation Controller 121 | + Create states to represent arriving and flying 122 | + Add the appropriate animation 123 | 124 | ### Creating A Starfield ### 125 | 126 | + The background looks a little barren 127 | + Let's add a starfield with parallax effect to give some sense of depth 128 | + We can use a Particle System to do this. 129 | + Explore Particle Effects 130 | 131 | ### Keeping Score ### 132 | 133 | + Requires Some object to keep track of the scores 134 | + Create the UI for the score 135 | + We'll create a ScoreKeeper that we attach to the score 136 | + When an Enemy dies, we'll call the ScoreKeeper 137 | 138 | ### Sound Effects For Fun And Profit ### 139 | 140 | + Adding sound to your game 141 | + Will make a huge difference to our game 142 | + Easy enough to do 143 | + We'll look at playing sounds independently of an object, so that we can play a death sound for the enemies 144 | 145 | ### Sprite Rendering Order ### 146 | 147 | + Sprite rendering order changes which sprites are drawn on top 148 | + Lets missiles from the player be drawn below the ship when instantiated 149 | + Create appropriate sorting layers 150 | + Laser defender now with layers 151 | 152 | ### Polishing The Menu System I ### 153 | 154 | + Replacing the menu style 155 | + Passing the score to the ends 156 | 157 | ### Polishing The Menu System II ### 158 | 159 | + Adding our own music to the game 160 | + Adding a background starfield 161 | 162 | **Useful Links** 163 | + [OpenGameArt.org](OpenGameArt.org) 164 | + [Clearside - Home](http://www.clearsidemusic.com/) 165 | + [Clearside music](http://opengameart.org/users/clearside) 166 | 167 | ### LD Unity 5 & Web GL Sharing (Optional) ### 168 | 169 | + Upgrade to Unity 5. 170 | + About Web GL builds. 171 | + Build for Web GL and share. 172 | 173 | ### DOWNLOAD Section 6 Unity Project ### 174 | 175 | Here is our Unity project at this point in the section. Use it to compare code 176 | / settings etc if you get stuck. 177 | 178 | Once un-zipped you can use **File > Open Project** in Unity, or browse the folders for any .unity file. 179 | 180 | You can get to ALL videos end-state by... 181 | 182 | 1. Visiting https://github.com/CompleteUnityDeveloper 183 | 2. Clicking on the section name. 184 | 3. Clicking XX Commits at the top-left (XX will vary) 185 | 4. Against the video you want, click the <> button on right. 186 | 5. On final page, click Download Zip button. 187 | 188 | Good luck! 189 | 190 | ### Section 6 Wrap Up ### 191 | 192 | + Recap and what's next 193 | + New in your toolkit 194 | + Trigger Colliders 195 | + Sprite Animations 196 | + Particle Systems 197 | + Physics Layers 198 | + Sorting Layers 199 | --------------------------------------------------------------------------------