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Unity-SkillSystem

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Unity手游技能系统学习

学习: 0. https://www.supercline.com/game/tool-action/actioneditor.html https://github.com/jewer3330/plato https://github.com/huailiang/seqence

  1. https://github.com/SuperCLine/actioneditor

  2. https://github.com/m969/EGamePlay

  3. https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools:zh-cn/Scripting:zh-cn/Abilities_Data_Driven:zh-cn

  4. https://www.zhihu.com/question/29545727/answer/786293709 技能是CombatActor的castor对于target施加的瞬间的数值影响,而buff则是一个持续作用的数值变化的作用,装备/符文等施加影响时间更长. 最难的是技能效果, 而不是底层的数值影响.

  5. https://zhuanlan.zhihu.com/codingart

  6. https://zhuanlan.zhihu.com/p/147681650

  7. https://github.com/lsunky/SkillEditorDemo

  8. https://zhuanlan.zhihu.com/p/416805924

  9. https://zhuanlan.zhihu.com/p/149704315

  10. https://zhuanlan.zhihu.com/p/269901872 数值类Numeric设计的很不错, 战斗总数值 = 基础数值 + 额外加成(装备/符文/伙伴等固定加成) + buff加成(动态加成)

  11. 将Update设置为一个Entity的Component, 这种EC模式(中介者模式), 然后UpdateComponent调用Entity的update方法,如果没有updatecomponent,则自然调用不到entity的update

  12. https://zhuanlan.zhihu.com/p/340447052 战斗实体CombatEntity其实就是CombatActor, 然后CombatEntity会创建skillEntity, buffEntity, 技能的具体表现通过行为树或者这里的entityExecution实现

  13. buff触发的条件机制

  14. 伤害公式的动态解析使得公式更加灵活

  15. 命名优雅,CombatContext,Execution之类的

  16. 期待技能同步机制

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