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Mastering Unity 2D Game Development电子书

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作       者:Simon Jackson

出  版  社:Packt Publishing

出版时间:2014-08-26

字       数:503.4万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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If you have C# knowledge but now want to become truly confident in creating fully functional 2D RPG games with Unity, then this book will show you everything you need to know.
目录展开

Mastering Unity 2D Game Development

Table of Contents

Mastering Unity 2D Game Development

Credits

About the Author

Acknowledgments

About the Reviewers

www.PacktPub.com

Support files, eBooks, discount offers, and more

Why subscribe?

Free access for Packt account holders

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Downloading the color images of this book

Errata

Piracy

Questions

1. Overview

Getting assets

Collection of sites

Welcome to 2D

The new 2D mode

Sprites

Sprite Renderer

Sprite Editor

Spritesheets

Texture atlases

Sprite meshes

The Box2D physics system

The new animation Dope Sheet

Other Unity 4.3 improvements

Improved Mecanim performance

The Windows Phone API improvements and Windows 8.1 support

Dynamic Nav Mesh (Pro version only)

Editor updates

MonoDevelop 4.01

Movie textures

Summary

2. Building a Character

Getting your project started – the right way

Structure

Object naming

Understanding components

Accessing components using a shortcut

A better way to use components – referencing

An even better way

Creating the project

Classes

The object-orientated design

The game structure

The common game object

The player object

More later

Planning behaviors

Behaviors for the common game object

Behaviors for the player's character

Introducing the Unity sprite system

Importing sprites

Texture type – sprite

Sprite Mode – single/multiple

Packing tag

Pixels to units

The Sprite Editor button

Sprite Editor

Sprite splitter (slicer)

Automatic

Grid (manual)

View controls

Sprite region manipulation

Putting it together

Importing our main character

The hero

Controlling the hero

Going further

Summary

3. Getting Animated

Sprite animation

Animation components

Animation controllers

Animation clips

The Animator component

Setting up animation controllers

Setting up animation clips

Manual animation clip creation

Automatic animation clip creation

Animator Dope Sheet

The time/recording controls

Selecting the animation clip

The sample rate (frames per second)

Animation properties

Timeline

Dope/curve view

Putting it together

Setting up the animation controller

Adding your first animation clip (idle)

Adding another animation clip (run)

Connecting animation states

Accessing controllers from a script

Extra credit

Getting curvy

Going further

Summary

4. The Game World

Backgrounds and layers

To slice or not to slice

The town background

The town buildings

The extra scenery

Building the scene

Adding the town background

Sprite sorting layers

Sprite sorting order

Updating the scene Sorting Layers

Working with the camera

Comparing Update, FixedUpdate, and LateUpdate

The perils of resolution

A better FollowCamera script

Transitioning and bounds

Towns with borders

Journeying onwards

Planning for the larger picture

Backgrounds and active elements

Parallaxing

Foreground objects

Shaders and 2D

Going further

Summary

5. NPCs and Interactions

Considering an RPG

Advanced programming techniques

Singletons and managers

The manager approach – using empty game objects

The singleton approach – using the C# singleton pattern

Communicating between game objects

Delegates

The configurable method pattern

The delegation pattern

Compound delegates

Events

Messaging

A better way

Background tasks and Coroutines

Enter Coroutines

IEnumerator

Yielding

Starting Coroutines

Closing the gap

Serialization and scripting

Saving and managing asset data

Using the serialized files in the editor

Accessing the .asset files in the code

Putting it all together

Getting the NPC's talking

The conversation object

Saving and serializing the object for later

The Conversation Component

Building a basic conversation system

The manager

Starting a conversation

Displaying the conversation

Adding more

Connecting the dots

Going further

Summary

6. The Big Wild World

The larger view

Types of maps

Fixed maps

Generated maps

In-game generated maps

2D doesn't mean you have to use only 2D

Going procedural

Screen space and world space

Putting it together

Adding the map

Adding places of interest

Creating the MapPoint prefabs for reuse

Updating the NavigationPrompt script

Updating the NavigationManager script

Traveling by click or touch

Managing input

Managing input priorities

Managing input order

Getting curvy

Fixing the start location

Traveling too far

Transitions

Updating level loading to use fading

Updating build settings to include new scenes

Going further

Summary

7. Encountering Enemies and Running Away

Event systems

Exploring randomness

Planning for random code/generation

True randomness

Basic Artificial Intelligence

State machines

Defining states

Simple singular choice

Planning for multiple cases

State managers

Sensors

Putting it together

Building the new scene

Adding the first enemy

Spawning the horde

Getting back home

The missing random piece

One last thing

Going further

Summary

8. Shopping for Weapons

Why do we shop?

The power of an item

Building your shop

Laying out your inventory

Rule of '99

Encumbrance system

Slot-based system

A mini game

Real world

Getting paid

Paid

Paid with trial

Ad supported

In-app purchase

In-game currency

Putting it together

Gathering the shop assets

Building the shop scene

Creating inventory items

Managing the shop

Adding 2D button behaviors

Updating the player inventory definition

Stocking the shop

Leaving the shop

Entering the shop

Managing your inventory

Adding the Player inventory behavior

Going further

Summary

9. Getting Ready to Fight

Efficient RPG UI overlays

The adventurer's overlay

A context-sensitive overlay

Modern floating UI approach

Balancing the need

Putting it together

The battle state manager

Getting to the state manager in the code

Starting the battle

Adding a little flair

Bring on the GUI

The command bar

The command button

Adding the command bar to the scene

Selecting the weapon

Selecting a command button

Managing the selections from the command bar

Updating the BattleManager state with selections

Updating the BattleManager state with a weapon

Going further

Summary

10. Fight and Gain XP

Proving ground

Leveling up

Balancing

Putting it together

Preparing the BattleManager script

Beefing up the enemy

The enemy profile/controller

Updating the Goblin prefab

Setting up the enemy profile in the code

Selecting a target

The selection circle prefab

Adding selection logic to the EnemyController class

Attack! Attack!

The pesky Goblin reacts with 3D particles

Mixing up 2D and 3D

Particle effects and 2D

Adding the deathly sprites

Creating the material for the particle effect

Restructuring the Goblin prefab

Adding the particles

The death animation

Adding particles to the animation

Connecting the dots

Making the new GoblinEnemy game object a prefab and adding it to the battle

Houston, we have a problem!

Mecanim AI considerations

Animation, states, and looping

The final run-through

Going further

Summary

11. Onward Wary Traveler

Extending the editor

The property drawers

Property drawers examples

Built-in property drawers

Custom property drawers

Custom editors

The editor window

Gizmos


Building your editor menus

Adding a MenuItem attribute

Enabling/disabling a MenuItem attribute

Adding shortcut keys to a MenuItem attribute

Adding contextual MenuItems

Running scripts in the Editor folder

Alternative approaches

The [InitialiseOnLoad] attribute

The EditorApplication callbacks

Mixing it up

Building in-game menu structures

The screens

Splash screens

Loading screens

The main menu

Save slots/level selections

Settings pages

About the screen

Privacy policy

Pause screens

Additionals (purchasing, achievements, leaderboards, and so on)

Social

The flow

Working with settings

Using PlayerPrefs

Serializing your data

Saving data to disk

Modeling your saved data

Making your game save and load functions

Testing your Save and Load functions

Backing up to the Web

Going further

Summary

12. Deployment and Beyond

Handling platform differences

Preprocessor directives

Updating the save system for another platform

Build note

Getting access to Unity

Accessing the UnityEngine namespace

The static classes

Access to the platform

Static events in your Unity project

Embedding platform DLLs

The editor plugin (.NET only)

The platform plugin

Accessing the plugin

Native plugins (Pro only)

Pushing code from Unity3D

Processing assets

Processing the build

Building your assets

Packaging gotchas

Marketing your game

Summary

A. Additional Resources

Scripting resources

Extending the editor

Even more AI

Procedural generation

Advanced coding

Other scripting resources

Useful assets

Sources of art and SFX

Highlights from the Web

Index

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