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Manager Prefabs
In this case, we made prefabs that contain the objects and script necessary to manage some aspect of the game, including menus, spawners, and other overarching systems. They don't need to be named managers, but they must be in charge of some part of the gameplay, or some necessary asset (such as background music).
All of these prefabs will have the standard Transform, and some may have other standard components used, but this document will focus on the unique parts of each that deal with what the prefab actually does in the game, rather than just its position or other element.
The following managers deal with overarching gameplay elements.
Meant to control the background music throughout the game.

The main options, other than several controls for the audio source, would be pointing the Script and Source to the desired background music.
Manages the score during gameplay. Responsible for getting the information on enemies and updating that. The prefab itself has an option to indicate the current score and the text to reference for updating.

Manages the waves of enemies and when they should appear. Determines when a wave ends, and provides the next wave for the player to experience.

| Name | Description |
|---|---|
| Enemy Spawner, Debris Spawner, Powerup Spawner, Wave Text Display, Enemies Remaining Text, Wave Textbackground | These all refer to GameObjects for that named item |
| Wave | The wave number when the scene loads, can be used to emulate waves for testing |
| Delay Between Ways | Edits the delay between waves so the player can prepare for it |
Relating to spawning of other objects
Deals with spawning enemies in the main gameplay scene.

| Name | Description |
|---|---|
| Num Objects | How many of an object to spawn |
| Spawn Target | The target used for calculations to determine spawn location |
| Boundaries | The boundary of the play area |
| Spawn at boundary | Enforce spawning at boundary |
| Boundary Offset | Space from the boundary |
| Min Y | Up/Down, or Y-axis point of creation |
| Prefabs | The type of object to spawn, in this case an Enemy prefab |
| Aim Target | The target the enemies will shoot at |
Prefab that helps to spawn debris to help the player hide behind shots if they so desire. Note they use the same spawner script as the EnemySpawner above, but have different options activated.

| Name | Description |
|---|---|
| Num Objects | How many of an object to spawn |
| Spawn Target | The target used for calculations to determine spawn location |
| Boundaries | The boundary of the play area |
| Spawn at boundary | Enforce spawning at boundary |
| Boundary Offset | Space from the boundary |
| Min Y | Up/Down, or Y-axis point of creation |
| Prefabs | The type of object to spawn, in this case an debris prefabs |
| Aim Target | Left with no object, as debris should not be shooting at the player |
Handles the spawning of powerups. Provides ways to edit how spawns work to some extent. Spawns occur in a circle area around the Spawn Center Game object.

| Name | Description |
|---|---|
| Base Time Per Spawn | Default spawn time, as waves arrive this will get larger. The smallest powerup spawn rate will be |
| Time Wave Modifier | A modifier X that increases the amount of time needed to spawn a powerup by this modifier times the current wave |
| Spawn Center | GameObject. Powerups will spawn around this given gameObject |
| Boundaries | The Boundaries GameObject/Prefab. Used to get the location of the boundaries |
| Prefabs | Array of powerup prefabs to spawn. One of these options will be chosen randmly to spawn |
| Area Reduction Mod | Reduces the spawn area by this amount, division from the boundary area |