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文件名称: Unity.in.Action.Multiplatform.Game.Development.in.Csharp
  所属分类: 游戏开发
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  文件大小: 11mb
  下载次数: 0
  上传时间: 2017-11-25
  提 供 者: fantas******
 详细说明: PART 1 PART 2 brief contents FIRST STEPS ................................................................ 1 PART 3 8 ■ STRONG FINISH . ...................................................... 193 1 ■ 2 ■ 3 ■ 4 ■ Getting to know Unity 3 Building a demo that puts yo u in 3D space 21 Adding enemies and projectiles to the 3D game 46 Developing graphics for your game 69 GETTING COMFORTABLE ........................................... 93 5 ■ 6 ■ 7 ■ Building a Memory game using Unity’s new 2D functionality 95 Putting a 2D GUI in a 3D game 119 Creating a third-person 3D game: player movement and animation 140 Adding interactive devices and items within the game 167 9 ■ 10 ■ 11 ■ 12 ■ Connecting your game to the internet 195 Playing audio: sound effects and music 222 Putting the parts together into a complete game 246 Deploying your game to players’ devices 276 v PART 1 FIRST STEPS . ................................................... 1 foreword xv preface xvii acknowledgments xix about this book xx 1 Getting to know Unity 3 1.1 Why is Unity so great? 4 Unity's strengths and advantages 4 ■ Downsides to be aware of 6 ■ Example games built with Unity 7 1.2 How to use Unity 9 Scene view, Game view, and the Toolbar 10 ■ Using the mouse and keyboard 11 ■ The Hierarchy tab and the Inspector 12 The Project and Console tabs 13 1.3 Getting up and running with Unity programming 14 How code runs in Unity: script components 15 ■ Using MonoDevelop, the cross-platform IDE 16 ■ Printing to the console: Hello World! 17 1.4 Summary 20 vii contents viii CONTENTS 2 Building a demo that puts you in 3D space 21 2.1 Before you start... 22 Planning the project 22 ■ Understanding 3D coordinate space 23 2.2 Begin the project: place objects in the scene 25 The scenery: floor, outer walls, inner walls 25 ■ Lights and cameras 27 ■ The player’s collider and viewpoint 29 2.3 Making things move: a script that applies transforms 30 Diagramming how movement is programmed 30 ■ Writing code to implement the diagram 31 ■ Local vs. global coordinate space 32 2.4 Script component for looking around: MouseLook 33 Horizontal rotation that tracks mouse movement 35 ■ Vertical rotation with limits 35 ■ Horizontal and vertical rotation at the same time 38 2.5 Keyboard input component: first-person controls 40 Responding to key presses 40 ■ Setting a rate of movement independent of the computer’s speed 41 ■ CharacterController for collision detection components for walking instead of flying 2.6 Summary 45 Moving the 42 ■ Adjusting 43 3 Adding enemies and projectiles to the 3D game 46 3.1 Shooting via raycasts 47 What is raycasting? 47 ■ Using the command ScreenPointToRay for shooting for aiming and hits 50 3.2 Scripting reactive targets 53 Determining what was hit 53 ■ it was hit 54 3.3 Basic wandering AI 55 48 ■ Adding visual indicators Alert the target that 56 ■ “Seeing” obstacles What is a prefab? 60 ■ Creating the enemy prefab 60 Instantiating from an invisible SceneController 61 3.5 Shooting via instantiating objects 63 Creating the projectile prefab 64 ■ Shooting the projectile and colliding with a target 65 ■ Damaging the player 67 3.6 Summary 68 Diagramming how basic AI works with a raycast 56 ■ Tracking the character’s state 58 3.4 Spawning enemy prefabs 60 PART 2 Whiteboxing explained 72 ■ Drawing a floor plan for the level 73 ■ Laying out primitives according to the plan 74 4.3 Texture the scene with 2D images 75 Choosing a file format 76 ■ Importing an image file 77 Applying the image 78 4.4 Generating sky visuals using texture images 80 What is a skybox? 80 ■ Creating a new skybox material 81 4.5 Working with custom 3D models 83 Which file format to choose? 83 ■ Exporting and importing the model 84 4.6 Creating effects using particle systems 86 Adjusting parameters on the default effect 87 ■ Applying a new texture for fire 88 ■ Attaching particle effects to 3D objects 90 4.7 Summary 91 GETTING COMFORTABLE ................................ 93 4 Developing graphics for your game 69 4.1 Understanding art assets 69 4.2 Building basic 3D scenery: whiteboxing 72 CONTENTS ix 5 Building a Memory game using Unity’s new 2D functionality 95 5.1 Setting everything up for 2D graphics 96 Preparing the project 97 ■ Displaying 2D images (aka sprites) 98 ■ Switching the camera to 2D mode 101 5.2 Building a card object and making it react to clicks 102 Building the object out of sprites 102 ■ Mouse input code 103 Revealing the card on click 104 5.3 Displaying the various card images 104 Loading images programmatically 104 ■ Setting the image from an invisible SceneController 105 ■ Instantiating a grid of cards 107 ■ Shuffling the cards 109 5.4 Making and scoring matches 110 Storing and comparing revealed cards 111 ■ Hiding mismatched cards 111 ■ Text display for the score 112 x CONTENTS 5.5 Restart button 114 Programming a UIButton component using SendMessage 115 Calling LoadLevel from SceneController 117 5.6 Summary 118 6 Puttinga2DGUIina3Dgame 119 6.1 Before you start writing code... 121 Immediate mode GUI or advanced 2D interface? 121 Planning the layout 122 ■ Importing UI images 122 6.2 Setting up the GUI display 123 Creating a canvas for the interface 123 ■ Buttons, images, and text labels 124 ■ Controlling the position of UI elements 127 6.3 Programming interactivity in the UI 128 Programming an invisible UIController 129 ■ Creating a pop-up window 131 ■ Setting values using sliders and input fields 133 6.4 Updating the game by responding to events 135 Integrating an event system 136 ■ Broadcasting and listening for events from the scene 137 ■ Broadcasting and listening for events from the HUD 138 6.5 Summary 139 7 Creating a third-person 3D game: player movement and animation 140 7.1 Adjusting the camera view for third-person 142 Importing a character to look at 142 ■ Adding shadows to the scene 144 ■ Orbiting the camera around the player character 145 7.2 Programming camera-relative movement controls 148 Rotating the character to face movement direction 149 Moving forward in that direction 151 7.3 Implementing the jump action 152 Applying vertical speed and acceleration 153 ■ Modifying the ground detection to handle edges and slopes 154 7.4 Setting up animations on the player character 158 Defining animation clips in the imported model 160 Creating the animator controller for these animations 162 Writing code that operates the animator 165 7.5 Summary 166 PART 3 8.4 Inventory UI for using and equipping items 186 Displaying inventory items in the UI 186 ■ Equipping a key to use on locked doors 188 ■ Restoring the player’s health by consuming health packs 190 8.5 Summary 191 STRONG FINISH ........................................... 193 CONTENTS xi 8 Adding interactive devices and items within the game 8.1 Creating doors and other devices 168 167 Doors that open and close on a keypress 168 ■ Checking distance and facing before opening the door 170 Operating a color-changing monitor 171 8.2 Interacting with objects by bumping into them 172 Colliding with physics-enabled obstacles 173 ■ Triggering the door with a pressure plate 174 ■ Collecting items scattered around the level 176 8.3 Managing inventory data and game state 178 Setting up player and inventory managers Programming the game managers 180 ■ in a collection object: List vs. Dictionary 178 Storing inventory 184 9 Connecting your game to the internet 195 9.1 Creating an outdoor scene 197 Generating sky visuals using a skybox 197 ■ Setting up an atmosphere that’s controlled by code 198 9.2 Downloading weather data from an internet service 201 Requesting WWW data using coroutines 203 ■ Parsing XML 207 ■ Parsing JSON 209 ■ Affecting the scene based on Weather Data 210 9.3 Adding a networked billboard 212 Loading images from the internet 212 ■ Displaying images on the billboard 214 ■ Caching the downloaded image for reuse 216 9.4 Posting data to a web server 217 Tracking current weather: sending post requests 218 ■ Server- side code in PHP 220 9.5 Summary 221 xii CONTENTS 10 Playing audio: sound effects and music 222 10.1 Importing sound effects 223 Supported file formats 223 ■ Importing audio files 225 10.2 Playing sound effects 226 Explaining what’s involved: audio clip vs. source vs. listener 226 ■ Assigning a looping sound Triggering sound effects from code 229 10.3 Audio control interface 230 Setting up the central AudioManager 230 ■ UI 232 ■ Playing UI sounds 236 10.4 Background music 236 228 Volume control Playing music loops 237 ■ Controlling music volume separately 240 ■ Fading between songs 242 10.5 Summary 245 11 Putting the parts together into a complete game 246 11.1 Building an action RPG by repurposing projects 247 Assembling assets and code from multiple projects 248 Programming point-and-click controls: movement and devices 250 ■ Replacing the old GUI with a new interface 255 11.2 Developing the overarching game structure 261 Controlling mission flow and multiple levels 262 ■ Completing a level by reaching the exit 265 ■ Losing the level when caught by enemies 268 11.3 Handling the player’s progression through the game 269 Saving and loading the player’s progress 269 ■ Beating the game by completing three levels 273 11.4 Summary 275 12 Deploying your game to players’ devices 276 12.1 Start by building for the desktop: Windows, Mac, and Linux 278 Building the application 279 ■ setting the game’s name and icon compilation 281 12.2 Building for the web 282 Unity Player vs. HTML5/WebGL file and a test web page 282 ■ Communicating with JavaScript in the browser 283 Adjusting Player Settings: 280 ■ Platform-dependent 282 ■ Building the Unity CONTENTS xiii 12.3 Building for mobile apps: iOS and Android 285 Setting up the build tools 286 ■ Texture compression 289 Developing plug-ins 290 12.4 Summary 298 afterword 299 appendix A appendix B appendix C appendix D Scene navigation and keyboard shortcuts 302 External tools used alongside Unity 304 Modeling a bench in Blender 308 Online learning resources 316 index 319 ...展开收缩
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