To be Continued…

Maryetta Buckner
2 min readDec 1, 2020

Today was a good push in the right direction. I finally got my shield power to work. After going back and forth on the best implementation of this I did spend most of my day playing with the animation sequence trying to get my shield to trigger visually using the animation instead of on the UI as a counter. I decided to back track. And the final decision is…accessing the shield visualizer and changing the color. What brought me to the simple decision was time. I found myself spending too much time playing with the animation, trying to create different sprite looks and colors. In the end, it was a waste of time. Kept it to the basics and was able to get it completed. Here is what I did.

I created a handle to the Shield by using {GetComponentInChildren }to the sprite render and also added a method for my shield damage. The logic behind it is, at damage stage 1 the visualizer changes to a darker shaded green, stage 2 damage is red, and stage 3 well its no longer active, resets the stage back to 0 and player takes damage. Question now is how does this method get called? Answer, in the player damage method that calls the active state once the power up is activated. It also indicates each hit taken, determines its damage stage.

That was definitely a lot simpler than what I had planned. but here is how it looks

Testing 1,2….Testing 1, 2, 3. YES!!!

Moving on through the evening I had hoped to complete my phase 1 with my last step of implementing a secondary fire power up. I am currently halfway done scripting the actions but am not sure how they work because….I didn’t make my powerup prefab. Well we will see how that goes tomorrow. To be continued… wish me luck.

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