Javascript With Unity Tutorial Gratuit Fight Emulat LINK
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How to Make a Fighting Game in Unity with JavaScript
If you want to create your own fighting game in Unity, you might be wondering how to use JavaScript as your scripting language. JavaScript is a popular and powerful language that has many advantages for game development, such as:
It has a familiar C-like syntax that is easy to learn and understand.
It has a huge developers community and a rich ecosystem of libraries and tools.
It supports multiple paradigms, such as object-oriented, functional, and meta-programming.
It allows you to write cross-platform games that can run on any device that supports a web browser.
In this tutorial, we will show you how to use Jint, a JavaScript interpreter for .NET, to write your game logic in JavaScript and interact with Unity's C# code. We will also show you how to set up Webpack and Babel to use modern JavaScript features, such as ES6 syntax, modules, and classes. By the end of this tutorial, you will have a basic fighting game with two characters, a main menu, a character select screen, a level select screen, health bars, timer, win/lose conditions, and AI opponents.
Prerequisites
To follow this tutorial, you will need:
A PC, Mac or Linux machine with Unity 2020 or later installed.
A text editor or IDE of your choice. We recommend Visual Studio Code for its JavaScript support.
A basic knowledge of Unity's interface and C# programming.
A basic knowledge of JavaScript programming.
Step 1: Setting up Jint
The first step is to install Jint in your Unity project. Jint is a library that allows you to execute JavaScript code from C#, and vice versa. You can download Jint from its GitHub page[^1^], or use NuGet Package Manager in Visual Studio to install it. Once you have Jint installed, you can create a C# script called JSRunner.cs and attach it to an empty GameObject in your scene. This script will be responsible for loading and running your JavaScript files. Here is the code for JSRunner.cs:
```cs
using System.IO;
using UnityEngine;
using Jint;
public class JSRunner : MonoBehaviour
{
// The Jint engine instance
private Engine engine;
// The path to the folder where your JS files are located
private string jsPath = Application.dataPath + \"/Scripts/JS\";
// Start is called before the first frame update
void Start()
{
// Create a new Jint engine
engine = new Engine();
// Set some global variables for convenience
engine.SetValue(\"console\", new Console());
engine.SetValue(\"GameObject\", typeof(GameObject));
engine.SetValue(\"Vector3\", typeof(Vector3));
engine.SetValue(\"Quaternion\", typeof(Quaternion));
// Load and execute the main JS file
RunFile(\"main.js\");
}
// Update is called once per frame
void Update()
{
// Call the update function defined in JS
RunFunction(\"update\", Time.deltaTime);
}
// A helper method to run a JS file
public void RunFile(string fileName)
{
// Get the full path of the file
string filePath = Path.Combine(jsPath, fileName);
// Read the file content as a string
string fileContent = File.ReadAllText(filePath);
// Execute the file content as JS code
try
{
engine.Execute(fileContent);
}
catch (Jint.Runtime.JavaScriptException e)
{
Debug.LogError(e.Message);
}
}
// A helper method to run a JS function
public void RunFunction(string functionName, params object[] args)
{
// Get the function object from the engine
var function = engine.GetValue(functionName);
// Check if the function exists and is callable
if (function.IsUndefined() !function.IsCallable())
{
Debug.LogError(\"Function \" + functionName + \" is not defined or not callable\");
return;
}
// Invoke the function with the given arguments
try
{
function.Invoke(args);
}
catch (Jint.Runtime.Java aa16f39245