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Add Particles | Improve the Game
Fighting Game in Unity
course content

Зміст курсу

Fighting Game in Unity

Fighting Game in Unity

1. Unity Animation System
2. Player Behavior
3. Enemy Behavior
4. Improve the Game
5. Improve the Flappy Bird Game

bookAdd Particles

Explanation of the Changes On The Update Method

The Update method in the enemy script now includes logic to update the state manager, ensure the enemy faces the player, and handle a specific case where the enemy is in a DeathState. This logic was added to prevent the enemy from continuing to face the player after it has died.

Method Components

StateManager Update

stateManager.UpdateStates(Time.deltaTime)

This line updates the state manager, passing in the time elapsed since the last frame (Time.deltaTime). It ensures that the current state is updated correctly every frame.

DeathState Check

if (stateManager.GetCurrentState() is DeathState) return;

This line checks if the current state is DeathState. If the enemy is in the DeathState, the method returns early, preventing any further updates for facing the player or other behaviors.

Facing the Player

The following lines ensure the enemy always faces the player:

scale.x = transform.position.x > player.position.x ? -1 : 1;

This line checks if the enemy's x position is greater than the player's x position:

  • If true, scale.x is set to -1, making the enemy face left;
  • If false, scale.x is set to 1, making the enemy face right.

transform.localScale = scale;

This line applies the updated scale to the enemy's transform, ensuring it faces the correct direction.

Why We Did It Like This

Handling Death State

Adding the check for DeathState ensures that the enemy does not continue to update its behavior or orientation after it has died. This is crucial for maintaining game logic and preventing unexpected behaviors after the enemy is supposed to be inactive.

Centralized Logic

By moving the player-facing logic into the Update method, we centralize this behavior, reducing redundancy and improving code maintainability. It ensures that the enemy always faces the player regardless of the current state, which simplifies state-specific code.

Explanation of Enemy Death Handling

The DeathState class is a specific state that handles the enemy's behavior when it dies.

Why We Did It Like This

Handling Death Behavior

The DeathState class specifically manages the behavior of the enemy when it dies, ensuring that the death animation is played and the state is marked as finished.

Animation Integration

Using animator parameters ensures that the death animation is correctly synchronized with the state change, providing a smooth and realistic experience.

Particle Spawn on Enemy Death

This code shows how the enemy handles its death when its health reaches zero. It transitions to the DeathState and plays a death particle effect.

Code Breakdown

Health Check

if (health <= 0)

This condition checks if the enemy's health has dropped to zero or below.

Transition to DeathState

stateManager.ChangeState(deathState)

This line transitions the enemy to the DeathState using the StateManager.

Instantiate Death Particles

var deathParticle = Instantiate(deathParticles, transform.position, Quaternion.identity)

This line creates an instance of the death particle effect at the enemy's position. deathParticles is a prefab that contains the particle system for the death effect. Quaternion.identity ensures that the particles have no rotation.

Play Death Particles

deathParticle.Play()

This line plays the instantiated particle effect.

Destroy Death Particles

Destroy(deathParticle.gameObject, 5)

This line schedules the destruction of the particle effect GameObject after 5 seconds, ensuring that it does not persist indefinitely in the game.

Why We Did It Like This

State Management: Transitioning to DeathState ensures that the enemy's death behavior is properly managed and that any specific logic for the death state is executed.

Visual Effects: Playing a death particle effect provides visual feedback to the player, enhancing the game experience.

What happens to the particle system when the health is less than or equal to zero?

What happens to the particle system when the health is less than or equal to zero?

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