Unity.4.x.Game.Development.by.Example.Beginners.Guide.Dec.2013
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资源说明:Chapter 1: That's One Fancy Hammer! 9 Introducing Unity 3D 9 The engine, the tool, and the all-weather tires 10 Unity takes over the world 11 Why choose Unity? 11 Why burn this book and run away screaming? 12 Browser-based 3D – welcome to the future 13 Time for action – install the Unity Web Player 13 Welcome to Unity 3D! 14 What can I build with Unity? 14 FusionFall 14 Completely hammered 15 Should we try to build FusionFall? 15 Another option 16 Off-Road Velociraptor Safari 16 Fewer features, more promises 17 Maybe we should build Off-Road Velociraptor Safari? 17 I bent my Wooglie 17 Big Fun Racing 18 Diceworks 18 Lovers in a Dangerous Spacetime 20 Showcase Showdown 20 Unity Technologies – "Made with Unity" page 21 Kongregate 21 The iOS App Store 22 Table of Contents [ii ] Walk before you can run (or double jump) 22 There's no such thing as "finished" 23 Stop! Hammer time 23 Fight Some Angry Bots 24 The wonders of technology! 26 The Scene window 26 The Game window 27 The Hierarchy panel 28 The Project panel 29 The Inspector panel 30 Heads Up? 31 Layers and layout dropdowns 33 Playback controls 33 Scene controls 33 Don't stop there – live a little! 34 Summary 35 Big ambition, tiny games 35 Chapter 2: Let's Start with the Sky 37 That little lightbulb 38 The siren song of 3D 39 Features versus content 40 A game with no features 40 Mechanic versus skin 41 Trapped in your own skin 41 That singular piece of joy 42 One percent inspiration 42 Motherload 43 Possible additional features: 45 Heads up! 46 Artillery Live! 46 The skinny on multiplayer 50 Bang for your buck 51 Pong 52 The mechanic that launched a thousand games 54 Toy or story 56 Redefining the sky 58 Summary 59 Let's begin 59 Table of Contents [iii ] Chapter 3: Game #1 – Ticker Taker 61 Kick up a new Unity project 62 Where did everything go? 63 'Tis volley 63 Keep the dream alive 64 Slash and burn! 64 The many faces of keep-up 65 Creating the ball and the hitter 65 Time for action – create the Ball 66 A ball by any other name 67 Time for action – rename the Ball 68 Origin story 68 XYZ/RGB 70 Time for action – move the Ball Into the "Sky" 70 Time for action – shrink the Ball 71 Time for action – save your scene 72 Time for action – add the Paddle 73 What's a Mesh? 75 Poly wants to crack your game performance? 78 Keeping yourself in the dark 78 Time for action – add a light 79 Time for action – move and rotate the light 80 Extra credit 83 Are you a luminary? 84 Who turned out the lights? 84 Darkness reigns 84 Cameramania 85 Time for action – test your game 86 Let's get physical 87 Add physics to your game 87 Understanding the gravity of the situation 88 More bounce to the ounce 89 Time for action – make the Ball bouncy 89 Summary 92 Following the script 93 Chapter 4: Code Comfort 95 What is code? 95 Time for action – write your first Unity Script 96 A leap of faith 97 Table of Contents [iv ] Lick it and stick it 99 Disappear me! 99 It's all Greek to me 100 You'll never go hungry again 101 With great sandwich comes great responsibility 102 Examining the code 103 Time for action – find the Mesh Renderer component 103 Time for action – make the ball re-appear 104 Ding! 105 Time for action – journey to the Unity Script Reference 105 The Renderer class 107 What's another word for "huh"? 110 It's been fun 111 Time for action – unstick the Script 111 Gone, but not forgotten 112 Why code? 113 Equip your baby bird 113 Time for action – create a new MouseFollow Script 113 A capital idea 115 Animating with code 116 Time for action – animate the Paddle 117 Why didn't the Paddle animate before? 118 Pick a word – (almost) any word 118 Screen coordinates versus World coordinates 119 Move the Paddle 120 Worst. Game. Ever. 121 See the matrix 121 Time for action – listen to the paddle 121 A tiny bit o' math 122 Tracking the numbers 123 Futzing with the numbers 124 Time for action – Log the New Number 124 She's a-work! 125 Somebody get me a bucket 125 Time for action – declare a variable to store the Screen midpoint 126 Using all three dees 128 Time for action – follow the y position of the mouse 129 A keep-up game for robots 129 Once more into the breach 130 Table of Contents [v ] Time for action – re-visit the Unity Language Reference 130 Our work here is done 131 Time for action – add the sample code to your Script 131 One final tweak 133 What's a quaternion? 133 Wait, what's a quaternion? 133 WHAT THE HECK IS A QUATERNION?? 133 Educated guesses 134 More on Slerp 135 Right on target 136 Keep it up 137 Beyond the game mechanic 138 C# Addendum 138 Chapter 5: Game #2 – Robot Repair 143 You'll totally flip 144 A blank slate 145 You're making a scene 146 Time for action – set up two scenes 146 No right answer 147 Time for action – prepare the GUI 148 The beat of your own drum 149 Time for action – create and link a custom GUI skin 150 Time for action – create a button UI control 152 Want font? 156 Cover your assets 158 Time for action – nix the mip-mapping 159 Front and center 160 Time for action – center the button 161 The waiting game 162 The easiest button to button 162 To the game! 164 Time for action – add both scenes to Build List 165 Set the stage for robots 166 Time for action – prepare the game scene 167 The game plan 167 Have some class! 168 Time for action – store the essentials 170 A matter of great import 171 Table of Contents [vi ] Building a better bucket 172 How big is your locker? 173 Start me up 174 Going loopy 175 The anatomy of a loop 175 To nest is best 176 Seeing is believing 177 Time for action – create an area to store the grid 178 Build that grid 179 Now you're playing with power! 181 C# addendum 182 Chapter 6: Game #2 – Robot Repair Part 2 187 From zero to game in one chapter 187 Finding your center 189 Time for action – centering the game grid vertically 189 Time for action – centering the game grid horizontally 192 Down to the nitty griddy 194 Do the random card shuffle 195 Time for action – preparing to build the deck 195 Let's break some robots 196 Time for action – building the deck 196 Time for action – modifying the img argument 200 What exactly is "this"? 202 Random reigns supreme 205 Second dragon down 205 Time to totally flip 205 Time for action – making the cards two-sided 206 Time for action – building the card-flipping function 207
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