一品教程
Unity 3D交易卡游戏菜单和收藏管理的完整指南视频教程 1.55GB
  • 百度链接:请在正文中查找
  • 提取码:请在正文中查找
  • 阿里云(不限速):
  • 天翼链接(不限速):
  • 天翼提取:
  • 115链接:
  • 备用地址:
  • 解压密码:
  • 资源类型:
  • 文件大小: MB
  • 发布时间:2018-12-15 11:52
  • 人       气:614
  • 回复数量:2
发新帖
下载地址在这里:
下载地址:
链接: https://pan.baidu.com/s/1I2EU5KpUm9nJPh0mFihgSQ 密码: 2igk
备用地址:https://pan.baidu.com/s/1EzfBTa7vMTDHvV7w2aR2yg 密码: e66r

MP4视频:AVC 1280x720 | 音频:AAC 44KHz 2ch | 持续时间:7.5小时| Lec:38 | 1.55 GB
类型:电子学习| 英语语言
Unity 3D交易卡游戏菜单和收藏管理的完整指南。
本课程提供交易卡游戏菜单的完整指南。在视频讲座中,我们仅介绍制作菜单,收集浏览,甲板构建,打开包装等的过程......但战斗力学部分也包含在随课程提供的Unity项目中。因此,您将有机会使用自己创建的卡片玩游戏,甚至可以将此应用程序用作您自己的交易卡游戏的基础。
本课程的内容分为5个部分。第1节简要介绍了该课程。
由于我们在本课程中开发的Unity项目可以被视为我们之前关于纸牌游戏战斗机制的课程的延伸,因此在第2节中我们将回顾我们在两个课程中使用的技术项目中的卡片。您将了解ScriptableObjects和ScriptableObject资产以及如何使用它们在项目中存储卡片。我们将看一个非常有用的脚本CardCollection.cs,它将在项目中用于过滤我们集合中的卡片,并获得满足特定条件的某些卡片子集。在第2节的最后一个讲座中,我们将在Unity中进行一些UI工作,并组装菜单场景的总体布局。
第3节将完全致力于购买和打开带卡的助推器包。在课程的早期使卡包开放是有意义的,因为它既是项目中最令人兴奋的部分,同时也是与其他最分离的部分。我们将为商店/包装开放区域创建一个单独的屏幕,并探索所有可以购买和打开卡包的脚本。我们将介绍高级主题,例如:未打开包的拖放,使用DOTween自动移动未打开的包和我们从包中获取的卡,显示悬停在效果上,根据可自定义的概率系数生成一定的稀有卡。到本节结束时,我们将为该项目提供一个功能齐全的包装打开屏幕。
在第4节中,我们将开始制作收藏屏幕 - 任何交易卡片游戏菜单中最复杂的屏幕。我们这个部分的目标是能够启动游戏并在收集屏幕上看到网格中布置的卡片,能够使用分页按钮和切换页面集合,能够使用所有自定义过滤器(法力,关键字,属于其中一个字符类)来过滤卡片集合并显示我们集合的某些子集。
在本课程的最后一部分,我们将继续探索我们的收藏屏幕,并涵盖屏幕上的更多高级对象:制作屏幕,允许我们为其中一种游戏内货币制作新卡片,带有卡座图标的可滚动列表和卡片图标将显示在我们的甲板建筑屏幕一侧。我们将讨论在场景之间传输数据以及能够使用玩家在战斗场景中预先配置的卡组的主题。在本课程的最后一堂课中,我将演示如何针对简单的AI对手设置游戏。我们在制作课程时已经保存了几次项目,您可以下载这些已保存的项目。我建议先下载最终项目,看看它是如何工作的,并从最终版本开始探索这个应用程序。用于制作卡片,生物,英雄力量和其他游戏元素的所有艺术资产均可免费用于商业用途。您可以在Credits文件中找到有关艺术和脚本资产的详细信息以及指向您可以使用本课程下载的其他一些有用资源的链接(包含在任何已保存项目的Assets文件夹的根目录中)。
MP4 | Video: AVC 1280×720 | 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).
收藏0 0 反对0
分享
            

精彩评论 2

沙发
HelloAndysWorld 发表于 2019-1-3 17:33:58 | 只看该作者
感谢分享
板凳
2533174867 发表于 2020-1-2 16:03:27 | 只看该作者
感谢楼主分享教程

微信订阅号

Copyright   ©2012-2021  一品教程论坛技术支持:一品素材教程网  站点帮助   ( 蜀ICP备17010416号-1 )|网站地图 | 站点地图| 网站地图 | 网站地图