Journal 152 — Unity Project Development, 2.5D Shooter

Objective: Add another player weapon and modify enemy power up behavior

In this article, I go over how I added one more player weapon power up. I will also go over how the enemy power up drops work.

Player Weapon

I decided to add another triple shot but change the look and make them do double damage.

To start, I modified the sprites in the prefab. I also made a new tag so I can check for collisions with this more powerful attack.

I kept the same components so I can reuse the same bullet scripts. In the enemy C# script, under the OnTriggerEnter function, I check for this new projectile, and I call the hit tracker twice.

Here it is in action.

Similar to the other weapon levels that were added previously, I updated the Player script with a new weapon level, a new prefab that would spawn on the Player, and a new sprite that would show on the UI Canvas.

Power Up Spawn

For the final version of the enemies, I want to spawn a power up on random enemies that are flashing. For a flashing enemy, I used the game object for flash damage. I tried some coroutines and update methods to make a repeating enemy flash, but it did not look consistent. I found that InvokeRepeating and CancelInvoke worked well. So I added a random number check or the enemy when spawned, and if that enemy was designated to drop power ups, then I would enable and disable the flashing game object.

In the Enemy C# script, I set the InvokeRepeating function, and then in the EnemyDeath function, I CancelInvoke.

Here it is in action.

Thank you for your time!

I want to look again at all the audio sounds and behavior, use the Unity Profiler to do some testing, and look at all the code organization before posting.

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