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Learn How to Make Trading Card Game Menus With Unity 3D
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  • 发布时间:2018-2-28 23:32
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链接: https://pan.baidu.com/s/1EzfBTa7vMTDHvV7w2aR2yg 密码: e66r

Learn How to Make Trading Card Game Menus With Unity 3D
MP4 | Video: AVC 1280x720 | Audio: AAC 44KHz 2ch | Duration: 7.5 Hours | Lec: 38 | 1.55 GB
Genre: eLearning | Language: English
A full guide on menus and collection management in trading card games with Unity 3D.
This course provides a full guide on trading card game menus. In the video Lectures we cover only the process of making menus, collection browsing, deck building, pack opening, etc… But the battle mechanics part is also included into the Unity project that is provided with the course. So, you`ll have an opportunity to play the game with the cards that you create yourself or even use this application as a foundation for your own trading card game.
The material in this course is divided into 5 Sections. Section 1 features a short introduction to the course.
Since the Unity project that we are developing in this course can be treated as an extension of the course that we have made earlier about card game battle mechanics, in Section 2 we will make a recap of the techniques that we use in both courses to store cards in the project. You will learn about ScriptableObjects and ScriptableObject assets and how you can use them to store cards in your project. We`ll take a look at a very useful script CardCollection.cs that will be used in the project to filter the cards in our collection and get certain sub-sets of cards that satisfy certain criteria. In the last Lecture of Section 2 we`ll do some UI work in Unity and assemble the general layout of our menu scene.
Section 3 will be entirely dedicated to buying and opening booster packs with cards. It makes sense to make the card pack opening part early in the course because it`s both the most exciting part of the project and at the same time the most isolated from other code. We`ll create a separate screen for the shop / pack opening area and explore all the scripts that make it possible to buy and open card packs. We`ll cover advanced topics like: drag and drop code for the unopened packs, using DOTween to automate movement of unopened packs and cards that we get from packs, displaying hover over effects, generating cards of certain rarity based on customizable probability coefficients. By the end of this Section we`ll have a fully functioning pack opening screen for this project.
In Section 4 we will start making the collection screen – the most complicated screen in the menus for any trading card game. Our goal for this Section is to be able to launch the game and see the cards laid out in a grid on the collection screen, be able to use pagination buttons and switch pages in the collection, be able to use all the custom filters (mana, keyword, belonging to one of the character classes) to filter the card collection and display certain sub-sets of our collection.
In the final section of this course we will continue exploring our collection screen and cover more advanced objects that are featured on the screen: crafting screen that allows us to craft new cards for one of the in-game currencies, scrollable lists with deck icons and card icons that will be displayed on the side of our deck building screen. We will discuss the topic of transferring data between the scenes and being able to use the deck that your players have pre-configured in the battle scene. In the final lecture of the course I`ll demonstrate how you can set up a game against a simple AI opponent. We saved the project a couple of times while we were making the course and you`ll have these saved projects available for download. I would recommend to download the final project first, check out how it works and start your exploration of this app from the final version. All the art assets that are used to create cards, creatures, hero powers and other game elements are free for commercial use. You can find detailed info on art and scripting assets and links to some other useful resources in the Credits file that you can download with this course (included in the root of the Assets folder in any of the saved projects).
学习如何使用Unity 3D制作交易卡游戏菜单
MP4视频:AVC 1280X720音频:AAC 44 kHz 2CH持续时间:7.5小时LEC:38×1.55 GB
体裁:语言学习:英语
一个完整的指南菜单和收集管理在交易卡游戏与Unnity 3D。
本课程提供交易卡游戏菜单的完整指南。在视频讲座中,我们只涉及制作菜单、收集浏览、甲板建造、包装打开等过程,但战斗力学部分也包含在与该课程一起提供的统一项目中。所以,你将有机会用自己创建的卡玩游戏,甚至可以使用这个应用程序作为你自己的交易卡游戏的基础。
本课程的材料分为5个部分。第1部分介绍了课程简介。
由于我们在这个课程中开发的Unity项目可以被看作是我们较早的关于扑克游戏机制的课程的扩展,在第2节中,我们将回顾一下我们在这两个课程中使用的技术来存储项目中的卡。您将了解Script Table对象和Script Table对象资产,以及如何使用它们来存储项目中的卡。我们将查看一个非常有用的脚本CalpCalpult.Cs,它将在项目中用于过滤我们的集合中的卡,并获得满足特定标准的某些子集。在第2节的最后一堂课中,我们将在统一中做一些UI工作并汇编菜单场景的总体布局。
第3节将完全致力于购买和打开助推器包与卡。这是很有意义的,使卡打开部分在早期的课程,因为它是这两个项目最令人兴奋的部分,同时最孤立的其他。我们将为商店/包装打开区域创建一个单独的屏幕,并探索所有可以购买和打开卡片包的脚本。我们将包括高级主题,例如:未打开包的拖放,使用dotWEN来自动地从包中获取未打开的包和卡的移动,在效果上显示悬停,基于可定制的概率系数生成某些稀有的卡。在本节结束时,我们将有一个功能齐全的包打开屏幕这个项目。
在第4节中,我们将开始制作收集屏幕——这是任何交易卡游戏中菜单中最复杂的屏幕。我们这一节的目标是能够启动游戏并看到在集合屏幕上的网格中放置的卡片,能够使用分页按钮并在集合中切换页面,能够使用所有自定义过滤器(MAA,关键字,属于字符类中的一个)来过滤。该卡收集和显示我们的集合的某些子集。
在本课程的最后一节中,我们将继续探索我们的收集屏幕,并覆盖屏幕上显示的更高级的对象:手工制作的屏幕,它允许我们为游戏货币中的一个新的卡片制作,具有甲板图标和可被DIS的卡片图标的可滚动列表。在我们的甲板建造屏幕的一侧。我们将讨论在场景之间传输数据的主题,并且能够使用玩家在战斗场景中预先配置的甲板。在课程的最后一堂课上,我将演示如何建立一个简单的人工智能对手的游戏。我们在做这个课程的时候保存了好几次这个项目,你会有这些可以下载的项目。我建议先下载最后一个项目,看看它是如何工作的,然后从最终版本开始探索这个应用程序。所有用于创建卡片、生物、英雄力量和其他游戏元素的艺术资产都可以免费使用。您可以找到有关艺术和脚本资产的详细信息和链接到信用文件中的其他有用资源的链接,您可以在本课程中下载(包括在任何被保存的项目中的资产文件夹的根目录中)。
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