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C# Game Programming Cookbook for Unity 3D

Год: 2014
Автор: Jeff Murray
Жанр: Game Development
Издательство: CRC Press
ISBN: 978-1-4665-8142-5
Язык: Английский
Формат: PDF
Качество: Изначально компьютерное (eBook)
Интерактивное оглавление: Да
Количество страниц: 452
Описание:As I was starting out as a game developer, as a self-taught programmer my skills took a while to reach a level where I could achieve what I wanted. Sometimes I wanted to do things that I just didn’t have yet the technical skills to achieve. Now and again, software packages came along that could either help me in my quest to make games or even make full games for me; complete game systems such as the Shoot ’Em-Up Construction Kit (aka SEUCK) from Sensible Software, Gary Kitchen’s GameMaker, or The Quill Adventure System could bring to life the kinds of games that went way beyond anything that my limited programming skills could ever dream of building. The downside to using game creation software was that it was tailored to create games within their chosen specific genre. If I wanted to do something outside of the limitations of the software, the source code was inaccessible and there was no way to extend or modify it. When that happened, I longed for a modular code-based system that I could plug together to create diffeent types of games but modify parts of it without having to spend a lot of time learning how the entire system internals work—building block game development that I could actually script and modify if I needed to. After completing my first book, Game Development for iOS with Unity3D, I wanted to follow up by applying a modular style of game building to Unity3D that would provide readers with a highly flexible framework to create just about any kind of game by “plugging in” the diffeent script components. My intention was to make a more technical second book, based on C# programming, that would offerextensibility in any direction a developer might require. In essence, what you are holding in your hands right now is a cookbook for game development that has a highly flexible core framework for just about any type of game. A lot of the work I put in at the start of writing this book was in designing a framework that not only made sense in the context of Unity but also could easily cope with the demands of diffeent genres.Файлы для книги - ttp:/cgpeers.com/torrents.php?id=36926&torrentid=36842#torrent36842
Introduction xv
1. Making Games the Modular Way 1
1.1 Important Programming Concepts . 2
1.1.1 Manager and Controller Scripts . 2
1.1.2 Script Communication . 3
1.1.3 Using the Singleton Pattern in Unity . 5
1.1.4 Inheritance . 6
1.1.5 Where to Now? . . 8
2. Building the Core Game Framework 9
2.1 Controllers and Managers . 11
2.1.1 Controllers . 11
2.1.2 Managers . . 11
2.2 Building the Core Framework Scripts . 11
2.2.1 BaseGameController.cs . . 12
2.2.1.1 Script Breakdown . . 14
2.2.2 Scene Manager . 17
2.2.2.1 Script Breakdown . . 17
2.2.3 ExtendedCustomMonoBehavior.cs . . 19
2.2.4 BaseUserManager.cs . 20
2.2.4.1 Script Breakdown . . 22
2.2.5 BasePlayerManager.cs . 22
2.2.5.1 Script Breakdown . . 23
2.2.6 BaseInputController.cs . 24
2.2.6.1 Script Breakdown . . 26
3. Player Structure 29
3.1 Game-Specific Player Controller . . 31
3.2 Dealing with Input . 32
3.3 Player Manager . 35
3.3.1 Script Breakdown . . 36
3.4 User Data Manager (Dealing with Player Stats Such as Health, Lives, etc.) . . 37
3.4.1 Script Breakdown . . 39
4. Recipes: Common Components 41
4.1 Introduction . . 41
4.2 The Timer Class . . 43
4.2.1 Script Breakdown . . 45
4.3 Spawn Scripts . . .48
4.3.1 A Simple Spawn Controller . 49
4.3.1.1 Script Breakdown . . 52
4.3.2 Trigger Spawner . . 56
4.3.3 Path Spawner . 57
4.3.3.1 Script Breakdown . . 61
4.4 Set Gravity . .66
4.5 Pretend Friction—Friction Simulation to Prevent Slipping Around . .66
4.5.1 Script Breakdown . . 68
4.6 Cameras . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
4.6.1 Third-Person Camera . 69
4.6.1.1 Script Breakdown . . 71
4.6.2 Top-Down Camera . 74
4.6.2.1 Script Breakdown . . 74
4.7 Input Scripts . . 75
4.7.1 Mouse Input . 75
4.7.1.1 Script Breakdown . . 76
4.7.2 Single Axis Keyboard Input . . 78
4.8 Automatic Self-Destruction Script . 79
4.8.1 Script Breakdown . . 79
4.9 Automatic Object Spinner . 79
4.9.1 Script Breakdown . . .80
4.10 Scene Manager . . 81
4.10.1 Script Breakdown . . 82
5. Building Player Movement Controllers 85
5.1 Shoot ’Em Up Spaceship . . 85
5.2 Humanoid Character . 91
5.2.1 Script Breakdown . . 96
5.3 Wheeled Vehicle . 106
5.3.1 Script Breakdown . . 109
5.3.2 Wheel Alignment . . 114
5.3.3 Script Breakdown . . 116
6. Weapon Systems 121
6.1 Building the Scripts . . .122
6.1.1 BaseWeaponController.cs . . .122
6.1.1.1 Script Breakdown . . 127
6.1.2 BaseWeaponScript.cs . . .134
6.1.2.1 Script Breakdown . . 138
7. Recipe: Waypoints Manager 143
7.1 Waypoint System . . 143
8. Recipe: Sound Manager 157
8.1 The Sound Controller . 158
8.1.1 Script Breakdown . . 160
8.2 The Music Player . 163
8.2.1 Script Breakdown . . 165
8.3 Adding Sound to the Weapons . 167
9. AI Manager 169
9.1 The AI State Control Script . 171
9.2 The Base AI Control Script . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .172
9.2.1 Script Breakdown . . 185
9.3 Adding Weapon Control to the AI Controller . .206
9.3.1 Script Breakdown . . 210
10. Menus and User Interface 215
10.1 The Main Menu . 215
10.1.1 Script Breakdown . . .223
10.2 In-Game User Interface . 231
11. Dish: Lazer Blast Survival 233
11.1 Main Menu Scene . 235
11.2 Main Game Scene . .236
11.3 Prefabs . . 237
11.4 Ingredients . .238
11.5 Game Controller . 239
11.5.1 Script Breakdown . . .243
11.6 Player Controller . .250
11.6.1 Script Breakdown . . 253
11.7 Enemies . . 259
11.7.1 Script Breakdown . . .260
11.8 Wave Spawning and Control . . 261
11.8.1 Script Breakdown . . .263
11.9 Wave Properties . . .265
11.10 Weapons and Projectiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..266
11.11 User Interface . . .266
11.11.1 Script Breakdown . . .267
12. Dish: Metal Vehicle Doom 271
12.1 Main Menu Scene . 272
12.2 Main Game Scene . 272
12.2.1 Prefabs . 275
12.3 Ingredients . 275
12.3.1 Game Controller . 276
12.3.1.1 Script Breakdown . . .282
12.3.2 Race Controller . . 291
12.3.2.1 Script Breakdown . . .297
12.3.3 Global Race Manager . .306
12.3.3.1 Script Breakdown . . 311
12.3.4 Vehicle/Custom Player Control . . 318
12.3.4.1 Script Breakdown . . 327
12.3.5 User Interface . .344
13. Dish: Making the Game Tank Battle 345
13.1 Main Game Scene . .347
13.2 Prefabs . . .349
13.3 Ingredients . .349
13.4 Game Controller . 350
13.4.1 Script Breakdown . . .356
13.5 Battle Controller . 361
13.5.1 Script Breakdown . . .363
13.6 Global Battle Manager . .364
13.6.1 Script Breakdown . . .368
13.7 Players . .373
13.7.1 Script Breakdown . . .382
13.8 AI Chasing with SetAIChaseTargetBasedOnTag.cs . . .383
13.8.1 Script Breakdown . . .385
14. Dish: Making the Game Interstellar Paranoids 389
14.1 Main Menu . . .392
14.2 Game Scenes . . .392
14.3 Prefabs . . 393
14.3.1 Ingredients . .394
14.3.2 Game Controller . 395
14.3.2.1 Script Breakdown . . 401
14.3.3 Player Spaceship . . 411
14.3.3.1 Script Breakdown . . 415
14.3.4 Enemies . .423
14.3.4.1 Script Breakdown . . .424
14.3.5 Waypoint Follower . . .426
14.3.5.1 Script Breakdown . . .427
Final Note 429
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