Learn How to Make Trading Card Game Menus With Unity 3D

所在平台: Udemy

课程主页: https://www.udemy.com/course/learn-how-to-make-trading-card-game-menus-with-unity-3d/

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课程简介

课程名称: 学习如何使用Unity 3D制作交易卡牌游戏菜单 课程概述: 本课程提供了交易卡牌游戏菜单的全面指导。在视频讲座中,我们将专注于制作菜单、浏览收藏、构建 Deck、开包等过程。此外,课程中还包括战斗机制的部分,学生将有机会使用自己创建的卡片进行游戏,或将此应用程序作为自己交易卡牌游戏的基础。课程内容分为五个部分。 第一部分: 简要介绍课程内容。第二部分回顾我们在之前的课程中使用的技术,以存储项目中的卡片,学习ScriptableObjects和ScriptableObject资产的使用,以及如何利用CardCollection.cs脚本来过滤我们的卡片集合并获取满足特定条件的子集合。我们还将在Unity中进行一些UI工作,组建菜单场景的整体布局。 第三部分: 专注于购买和打开卡牌包。这一部分是项目中最令人兴奋的环节,并且与其他代码相对独立。我们将创建一个独立的商店/开包区域界面,探索购买和打开卡牌包的所有脚本,以及使用拖放代码、DOTween来自动化卡牌的运动、显示悬停效果和生成具有自定义概率系数的卡牌稀有度。 第四部分: 开始制作收藏屏幕,这是交易卡牌游戏中最复杂的菜单屏幕。我们的目标是能够启动游戏,看到卡片在网格中布局,使用分页按钮切换页面,并使用自定义过滤器(法力、关键字、角色类别)来过滤卡片收藏并显示特定子集合。 最后一部分: 继续探索我们的收藏屏幕,涵盖更高级的对象,包括允许我们为游戏内货币制作新卡片的制作屏幕,具有可滚动列表的 Deck 图标和卡片图标,以及如何在场景之间传输数据,以便在战斗场景中使用玩家预先配置的 Deck。在课程的最后一讲,我将演示如何设置一个简单的 AI 对手进行游戏。项目在制作过程中保存了多个版本,学生可以下载这些保存的项目以进行学习。 课程中使用的所有艺术资源均可用于商业用途,可以在课程配套的Credits文件中找到详细信息,下载保存项目根目录下的Assets文件夹中的相关资源。

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课程详情

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).

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