Tag: ZigZag
How to Make ZigZag in Unity Lesson 10
This is the final lesson for the basics of creating a ZigZag game in Unity. For this lesson, I only show you what kind of changes I have made to my version of the game to make it more my own. This should give you some ideas of what is possible and what you can do to create your own version.
How to Make ZigZag in Unity Lesson 9
For this ZigZag lesson, I will teach you how to make the ball object speed up based on the player’s score. This will make it so the game becomes more and more challenging over time which is important as you want your game to become challenging so the players will be tested, loose and want to try again.
Unlock Code and Member Content
MenuController.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class MenuController : MonoBehaviour { public static MenuController instance; [SerializeField] GameObject gameOverPanel; [SerializeField] GameObject mainPanel; [SerializeField] int gameLevelNumber; int myScore = -1; [SerializeField] Text scoreDisplay1; [SerializeField] Text scoreDisplay2; [SerializeField] float speedInterval; private void OnEnable() { instance = this; } public void GameOver() { gameOverPanel.SetActive(true); mainPanel.SetActive(false); } public void Restart() { SceneManager.LoadScene(gameLevelNumber); } public void TurnButton() { if(!BallController.instance.isStarted) { BallController.instance.isStarted = true; } BallController.instance.isGoingRight = !BallController.instance.isGoingRight; AddScore(); } void AddScore() { myScore++; scoreDisplay1.text = myScore.ToString(); scoreDisplay2.text = myScore.ToString(); SpeedUp(); } void SpeedUp() { BallController.instance.currentSpeed += speedInterval; } }
using Photon.Chat; using Photon.Pun; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class PhotonChatManager : MonoBehaviour, IChatClientListener { #region Setup [SerializeField] GameObject joinChatButton; ChatClient chatClient; bool isConnected; [SerializeField] string username; public void UsernameOnValueChange(string valueIn) { username = valueIn; } public void ChatConnectOnClick() { isConnected = true; chatClient = new ChatClient(this); //chatClient.ChatRegion = "US"; chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username)); Debug.Log("Connenting"); } #endregion Setup #region General [SerializeField] GameObject chatPanel; string privateReceiver = ""; string currentChat; [SerializeField] InputField chatField; [SerializeField] Text chatDisplay; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { if (isConnected) { chatClient.Service(); } if (chatField.text != "" && Input.GetKey(KeyCode.Return)) { SubmitPublicChatOnClick(); SubmitPrivateChatOnClick(); } } #endregion General #region PublicChat public void SubmitPublicChatOnClick() { if (privateReceiver == "") { chatClient.PublishMessage("RegionChannel", currentChat); chatField.text = ""; currentChat = ""; } } public void TypeChatOnValueChange(string valueIn) { currentChat = valueIn; } #endregion PublicChat #region PrivateChat public void ReceiverOnValueChange(string valueIn) { privateReceiver = valueIn; } public void SubmitPrivateChatOnClick() { if (privateReceiver != "") { chatClient.SendPrivateMessage(privateReceiver, currentChat); chatField.text = ""; currentChat = ""; } } #endregion PrivateChat #region Callbacks public void DebugReturn(DebugLevel level, string message) { //throw new System.NotImplementedException(); } public void OnChatStateChange(ChatState state) { if(state == ChatState.Uninitialized) { isConnected = false; joinChatButton.SetActive(true); chatPanel.SetActive(false); } } public void OnConnected() { Debug.Log("Connected"); joinChatButton.SetActive(false); chatClient.Subscribe(new string[] { "RegionChannel" }); } public void OnDisconnected() { isConnected = false; joinChatButton.SetActive(true); chatPanel.SetActive(false); } public void OnGetMessages(string channelName, string[] senders, object[] messages) { string msgs = ""; for (int i = 0; i < senders.Length; i++) { msgs = string.Format("{0}: {1}", senders[i], messages[i]); chatDisplay.text += "\n" + msgs; Debug.Log(msgs); } } public void OnPrivateMessage(string sender, object message, string channelName) { string msgs = ""; msgs = string.Format("(Private) {0}: {1}", sender, message); chatDisplay.text += "\n " + msgs; Debug.Log(msgs); } public void OnStatusUpdate(string user, int status, bool gotMessage, object message) { throw new System.NotImplementedException(); } public void OnSubscribed(string[] channels, bool[] results) { chatPanel.SetActive(true); } public void OnUnsubscribed(string[] channels) { throw new System.NotImplementedException(); } public void OnUserSubscribed(string channel, string user) { throw new System.NotImplementedException(); } public void OnUserUnsubscribed(string channel, string user) { throw new System.NotImplementedException(); } #endregion Callbacks }