WEEK8


Introduction

Goals

Working on the inventory system.

-Enemy spawn items when destroyed

Scriptsfunctions
RandomSpawn respawn a random ball at point
Timerafter a time it will destroy itself, also when player enter collision
RayControllermoving to mouse location and generate int health as a simulation


The following is the primary author and any secondary authors who assisted in completing the tasks this week. 

  • Primary - Serena
  • Secondary -  

Technologies, Tools, and Resources used

The following are the technologies, tools, and resources to assist in completing the set goals this week.

[Unity C# Random Object Instantiation]-

[Unity C# Creating and Deleting Objects]-

Key Tasks Undertaken

The following are the key tasks that were taken to help a developer/reader understand how the tasks were completed.

  1.  Fetch and pull everything new from the source tree, open the game project with unity Hub
  2. temporarily delete the codes that occur compile errors
  3. open my test scene, and use my test player as the "player", also as a target game object to call respawn functions
  4. have some brainstorming and make a concept about what I would need for making this dynamic
  5. write down the logic on paper
  6. finding some related tutorials and select the most useful one to look
  7. making items respawn randomly followed by a tutorial
  8. making deleted items dynamic followed by a tutorial
  9. rename the respawn script to RandomSpawn and apply it to the main camera
  10. this script allows each time when mouse button down generate a random color ball at a location
  11. the deleted items script rename it to Timer
  12. A timer allows the generated items will destroy themselves after a wait time
  13. According to the desired collectible function, we need when player enter collider to make it disappeared 
  14. once the separate single function works appropriately, it needs to combine them to the major script and apply it to the test player.
  15. setting variables and bool to make the instantiate only generate one item at a time
  16. creating some ball prefabs and materials to distinguish them.
  17. apply these ball prefabs to player script
  18. create an empty to place the transform to the player prefab as a spawn item point
  19. apply the Timer scripts to each of the ball prefabs

What I Found Out

Include any particular lessons learned, especially if this Spike was designed to cover knowledge gaps. Use Graphs, ScreenShots, Outcome Lists, or other Notes.

  1.  coding everything on one script is not always the best choice

Solution Justification

  1. Unity reference search codes function to see how to use them

Open Issues/Risks

List the issues and risks that you have been unable to resolve at the end of the spike. You may have uncovered a whole range of new risks as well.

  • errors from other people's work

Recommendations

  • better just duplicate the script and use itself in my own scene

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