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pjv:laboratoare:en:03 [2019/10/23 15:18]
alexandru.gradinaru
pjv:laboratoare:en:03 [2019/10/23 15:19] (current)
alexandru.gradinaru [2D animations in Unity]
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 For shooting animation, a status is generally used to update the player'​s animation, and the projectile is generated as follows (recommended):​ For shooting animation, a status is generally used to update the player'​s animation, and the projectile is generated as follows (recommended):​
-   * A script is added to the weapon (which is on the scene) that manages the projectile generation and direction +  ​* A script is added to the weapon (which is on the scene) that manages the projectile generation and direction 
-   * Starting from the location of the weapon, a projectile (using the Instantiate function, already studied) is instantiated (prefab as a rule, it must not already exist on the scene, using the position of the weapon). The projectile has attached a script containing details of speed, damage, etc. +  * Starting from the location of the weapon, a projectile (using the Instantiate function, already studied) is instantiated (prefab as a rule, it must not already exist on the scene, using the position of the weapon). The projectile has attached a script containing details of speed, damage, etc. 
-   * The projectile has a continuous translational motion in one direction, until it reaches a limit or collider when it triggers+  * The projectile has a continuous translational motion in one direction, until it reaches a limit or collider when it triggers
  
 === Animations and scene instancing ==== === Animations and scene instancing ====
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 </​code>​ </​code>​
  
-=== Colision ​===+=== Collision ​===
  
 For collision detection a collider2D can be used. For easy interaction,​ a Trigger can be generated at the collision event by ticking the ''​Trigger''​ box in the component. After that you can retrieve the event and the object with which the collision is made. For collision detection a collider2D can be used. For easy interaction,​ a Trigger can be generated at the collision event by ticking the ''​Trigger''​ box in the component. After that you can retrieve the event and the object with which the collision is made.
pjv/laboratoare/en/03.1571833107.txt.gz · Last modified: 2019/10/23 15:18 by alexandru.gradinaru
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