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所在平台: Udemy |
课程主页: https://www.udemy.com/course/learn-to-code-trading-card-game-battle-system-with-unity-3d/
课程评论:没有评论
课程名称:使用 Unity 3D 学习编码交易卡牌游戏战斗系统 概述:本课程提供了关于交易卡牌游戏战斗机制的全面指导。课程分为六个部分。第一部分是对课程的简短介绍。第二部分我们将专注于制作卡牌。我们将利用 Unity UI 特性来创建卡牌的正面和背面。法术卡和生物卡的设计会有所不同,生物卡会围绕生物图像有独特的椭圆形边框。您将学习如何正确旋转用 Unity UI 制作的卡牌,并进行一些脚本编写,以建立一个简单的系统,使我们可以在 Unity 中创建和编辑卡牌资产。 第三部分我们将继续工作于不同的视觉元素,包括法力池、计时器、英雄头像和结束回合按钮等。到本部分结束时,我们将组装出玩家在游戏最终版本中看到的战斗场景的视觉布局。我们还将探索一些脚本,帮助我们在游戏中拖动卡牌,组织并显示卡牌和生物的放大预览。 第四部分我们将为项目准备所有处理游戏逻辑的脚本。我们将先观看一个小幻灯片,解释游戏的视觉与逻辑部分之间的关系。同时我们将添加一些新的视觉特性,如伤害效果,显示生物或英雄在游戏中受到的伤害,简单的信息系统在每回合开始时显示消息,以及法术卡和生物攻击的目标拖动功能。 第五部分是课程中最复杂的部分,主要涉及脚本编写。我们将把所有剩余的脚本,包括逻辑脚本引入项目中。此部分的目标是建立最基本的游戏机制:从牌堆抽卡、将生物放置到战场上以及攻击对手的英雄或生物。我们还将讨论回合管理并测试我们的燃烧计时器。 在课程的最后一部分,您将学习为游戏创建法术和生物效果。生物效果可能在生物进入战场、死亡、回合开始或结束时或在游戏中发生特定事件(如英雄受到伤害、抽取卡牌等)时触发。我们还将着眼于一个简单的 AI 脚本,该脚本将控制对手的行为,使我们能够与电脑对战。 我尽量频繁保存我工作的项目,以便您可以从课程的任何点轻松拾取材料。所有用于创建卡牌、生物、英雄技能和其他游戏元素的资产均可自由商业使用,并可在课程中下载。关于艺术和脚本资产的详细信息以及一些其他有用资源的链接,可以在课程随附的致谢文件中找到。
This course provides a full guide on trading card game battle mechanics. The material in this course is divided into 6 Sections. Section 1 features a short introduction to the course. In Section 2 we will focus on making cards. We will use Unity UI features to create both faces and card backs of our cards. Spell cards and creature cards will be designed a bit differently. Creature cards will have distinctive oval frames around creature images. You will learn how to rotate cards that are made with Unity UI properly. We will do some scripting to make a simple system that will allow us to create and edit our cards as assets in Unity. In Section 3 we will continue working on different visual elements: mana pools, rope timer, hero portraits, end turn button and so on. By the end of this Section we will assemble a visual layout of our Battle Scene that our players will see in the final version of the game. We will also explore several scripts that will help us drag cards in the game, organize and display enlarged previews of cards and creatures. In Section 4 we will prepare our project for bringing in all the scripts that will handle Logic in our game. We`ll start by taking a look at a small slideshow that will explain the relationship between Visual and Logical parts of our game. We`ll add several new Visual features - Damage Effects that will display amounts of damage taken by creatures or heroes in the game, a simple system that will show messages in the start of each turn and targeted dragging for spell cards and creature attacks. Section 5 is the most complicated Section of this course in terms of scripting. We`ll bring all the remaining scripts, including all the Logic scripts into our project. Our goal for this Section is to establish the most basic game mechanics of drawing cards from deck, playing creatures onto the battlefield and attacking either our opponent`s hero or his creatures. We will also discuss turn management and test our burning rope timer. In the final section of this course you will learn to create spell and creature effects for your game. Creature effects might be caused when the creature enters the battlefield, when the creature dies, when the turn starts or ends or even when certain events occur in the game (like: when your Hero takes damage, draws a card, etc…). We will also take a look at a simple AI script that will control our opponent`s behavior and let us play this game against the computer. I have tried to save the project that I was working in as often as I can so that you can easily pick up the material from any point in this course. All these assets that are used to create cards, creatures, hero powers and other game elements are free for commercial use and available for download with this course. 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.