Mastering Unity 2D Game Development : Become an expert in Unity3D's new 2D system, and then join in the adventure to build an RPG game framework! /
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.
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham, England :
Packt Publishing Ltd,
2014.
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Colección: | Community experience distilled.
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- Cover; Copyright; Credits; About the Author; Acknowledgments; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 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.
- Chapter 2: Building a CharacterGetting 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; 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 buttonSprite Editor; Sprite splitter (slicer); View controls; Sprite region manipulation; Putting it together; Importing our main character; The hero; Controlling the hero; Going further; Summary; Chapter 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; 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; Chapter 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 boundsTowns with borders; Journeying onwards; Planning for the larger picture; Backgrounds and active elements; Parallaxing; Foreground objects; Shaders and 2D; Going further; Summary; Chapter 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.