Complete Flash Remoting MX by Joey Lott

By Joey Lott

* the single publication thoroughly dedicated to this intriguing new know-how that allows Flash to make use of assets at the server aspect * Flash Remoting MX permits builders to show Macromedia Flash videos into severe net purposes like message forums, e-commerce purposes, and e mail consumers * jam-packed with hands-on directions and fully-functioning Flash Remoting MX purposes to assist readers construct their very own purposes fast and simply * Written by means of a professional Flash developer whose consumers contain Warner Brothers, Sony, and Disney

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Creating CharacterControl class and SpriteManager class In this section, we will create new Unity JavaScript code to control the movement of our character, and a sprite animation for each action of our character. We have a choice to use Unitron (Mac), UniSciTE (Windows), or MonoDevelop, but in this book we will use MonoDevelop as our scripting editor instead of Unitron or UniSciTE. NET environment, so if you are comfortable with C#, you will probably love it. However, we will still use it to edit our JavaScript because it has a lot of functions that will help us to write the script faster and debug better, such as finding and replacing words in the whole project by pressing Command + Shift + F in Mac or Control + Shift + F in Windows, and autocomplete, to name a few.

We will see the pop-up window, so just click on the Continue button, similar to the one we did for our Background object. 3. Then, we click on this object and go to its Inspector view, and set it as follows: ‰‰ Tag: Player ‰‰ Position: x: -25, y: 16, z: 0 ‰‰ Rotation: x: 0, y: 180, z: 0 ‰‰ Scale: x: 5, y: 5, z: 1 4. We will call our character Player. Go to the Hierarchy view, right-click on the Plane prefab object, and choose Rename to change the name to Player. 5. Next, go to Assets | Create | Material and name it M_Character.

First, we will change the main texture to t_jumpAirTextures, which will show the sprite while the character is at the top in the air. So, we check the velocity in the Y-axis, to see if it is between -2 to 2. Next, we check if the velocityY is greater than 2. This means that the player has just started jumping, but anything other than that means our character has fallen. Finally, we update our character's Tiling and Offset. Raycast. 5? TransformDirection (Vector3. x + (collider. 5 units. Now we can take a look at the Gizmos that we drew in the editor: As we can see in the preceding figure, our gizmo (the red line) is basically shifting from the boundary of the box collider (green box) a little bit.

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