Building an FPS Game with Unity
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Conventions

In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.

Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "We can include other contexts through the use of the include directive."

A block of code is set as follows:

   void OnTriggerEnter(Collider other)
  {
    //If the player touches the trigger, and if it hasn't
           //been triggered before
    if(other.tag == "Player" && hasTriggered == false)
    {
      // Spawn a new enemy using the properties from the
      // spawnPoint object
      GameObject newEnemy = Instantiate(enemy, spawnPoint.position, spawnPoint.rotation)
                                as GameObject;
      // We only want this to happen once.
      hasTriggered = true;
    }
  }

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

   void OnTriggerEnter(Collider other) 
  {
    //If the player touches the trigger, and if it hasn't
           //been triggered before
    if(other.tag == "Player" && hasTriggered == false)
    {
      // Spawn a new enemy using the properties from the
      // spawnPoint object
      GameObject newEnemy = Instantiate(enemy, spawnPoint.position, spawnPoint.rotation)
                                as GameObject;

 //Tell enemy to go to the player's position
 newEnemy.GetComponent<NavMeshAgent>().SetDestination(other.transform.position);

      // We only want this to happen once.
      hasTriggered = true;
    }
  }

New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: "Once completed, select Create project."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.