Creating the Tile Prefabs
Geprüft mit Version: 5
Schwierigkeitsgrad: Fortgeschrittene Anfänger
This is part 3 of 14 of the 2D Roguelike tutorial in which we create the tile prefabs for the floor, wall, food, soda and exit prefabs.
Creating the Tile Prefabs
Fortgeschrittene Anfänger 2D Roguelike tutorial
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In this video for our scavengers project
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we're going to look at creating the additional
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pieces of the game board, including the
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floor, food pickups, obstacles and exit.
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The floor pieces are going to be the simplest,
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they're just going to consist of a sprite,
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which is going to serve as the background for our level.
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Let's go ahead and create a new game object.
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We'll call this Floor1.
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And we're going to add a sprite renderer component.
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For the sprite we're going to choose
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our first floor sprite.
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We're going to set the sorting layer for this
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With that done we're going to drag our floor tile
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to our Prefabs folder.
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And then we're going to reuse this by switching the sprite
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to the next sprite in our sheet.
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This will be Floor2.
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Change it to Floor3.
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And then we're just going to repeat the process.
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I'm going to fast forward the video while I do this.
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And there we go.
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Next we're going to create the Exit tile.
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We can reuse this, change the name to Exit.
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And select our ExitSign sprite.
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The exit is going to need a box collider 2D component
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so that we can detect when the player has moved on to it.
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We're going to set the box collider 2D
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to Is Trigger so that it won't actually
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prevent the player from moving on to the space
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but just detect the collision.
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We're going to set Exit to our Items layer
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so that it will be rendered under the Player but in front of the Floor.
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The only other thing we're going to change is
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we're going to change the tag
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to our Exit tag that we defined earlier.
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Drag that down to our Prefabs folder.
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Next we're going to create our Food object.
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Select our Fruits sprite.
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We're going to change the sorting layer
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to our items layer and we're going to change the tag to Food.
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Now food is also going to use a box collider 2D
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with Is Trigger active.
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We're going to make our Soda object next.
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And we're going to change the tag
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to our predefined Soda tag.
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The layer can remain as default,
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because these are not actually going to block
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the player or enemies from moving in to their space
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they're just going to be picked up if the player moves over them.
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Drag that down to the Prefabs folder.
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Next we're going to create our
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Inner and Outer wall tiles.
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Let's do the outer walls first.
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Call this OuterWall1.
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And we'll select our Rocky wall sprite here.
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This is going to have a box collider 2D
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but it's not going to be a trigger,
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this is actually going to prevent the player and the enemies
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from moving in to it's space.
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We're going to set the tag to Untagged.
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And the layer to Blocking Layer,
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because this is actually going to block the player's movement.
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The sorting layer can be Floor,
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because this is going to be part of the outer wall,
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which is going to border the level
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which nothing is going to be able to move in to.
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Drag it to the Prefabs folder.
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And we can reuse this for OuterWall2.
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Rename it to OuterWall2 and let's change the sprite.
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Now to be clear, these are only visual variations.
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We don't want all of our tiles to look the same,
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which is why we're creating these.
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And we'll do OuterWall3 as well.
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Next we're going to create the InnerWalls,
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which are going to block the player and enemies
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from moving around the level.
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We'll change the name here to Wall1
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and we're going to change the sprite as well.
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We'll use our first bramble sprite.
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Now this is actually going to be placed on
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top of the floor so we're going to set
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the sorting layer to Items.
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And it's also going to block movement so we're
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going to keep it on blocking layer.
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Let's drag it down.
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And now we're just going to create a few variations.
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on the same thing.
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Change the sprite, drag it down.
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And so there we go, we've basically got our
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complete tile set, there's going to be a
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couple of modified versions of these
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wall tiles that we'll fit in later,
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but this is basically everything that we need
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to move to the next stage, which is laying
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our our game board using a script.