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Премиум
  1. Урок 1. 00:03:03
    Welcome To The Course
  2. Урок 2. 00:05:09
    Install Unity 2018.3
  3. Урок 3. 00:06:51
    Install Visual Studio Code
  4. Урок 4. 00:02:23
    Quick Game Design Overview
  5. Урок 5. 00:06:49
    Architectural Overview
  6. Урок 6. 00:01:41
    Community & Support
  7. Урок 7. 00:01:05
    Section Overview - Basic Movement
  8. Урок 8. 00:13:17
    Create A Simple Sandbox
  9. Урок 9. 00:08:27
    Move Using Nav Mesh Agent
  10. Урок 10. 00:11:28
    Refining Your Nav Mesh
  11. Урок 11. 00:06:52
    Introduction To Raycasting
  12. Урок 12. 00:10:07
    Implement Click-To-Move
  13. Урок 13. 00:06:49
    Create A Fixed Follow Camera
  14. Урок 14. 00:12:43
    Animation Blend Trees
  15. Урок 15. 00:16:15
    Match Animation To Movement
  16. Урок 16. 00:06:15
    Basic Movement Tweaks
  17. Урок 17. 00:07:12
    Project Folder Structure
  18. Урок 18. 00:01:10
    Section Intro - High Level Design
  19. Урок 19. 00:10:27
    1.5 Page Game Design Document
  20. Урок 20. 00:06:59
    The Player Experience
  21. Урок 21. 00:10:14
    First Draft Of Your GDD
  22. Урок 22. 00:01:13
    Section Overview - Basic Combat
  23. Урок 23. 00:12:22
    Separating The Control Layer
  24. Урок 24. 00:13:01
    Namespaces To See Dependencies
  25. Урок 25. 00:14:35
    Raycasting For Components
  26. Урок 26. 00:10:01
    Implementing Action Priority
  27. Урок 27. 00:09:04
    Move Within Range
  28. Урок 28. 00:10:28
    Cancelling Combat With Movement
  29. Урок 29. 00:11:03
    Decoupling Dependency Cycles
  30. Урок 30. 00:10:12
    Dependency Inversion With Interfaces
  31. Урок 31. 00:05:56
    Add Attack Animation
  32. Урок 32. 00:08:36
    Trigger Animation In Code
  33. Урок 33. 00:06:14
    Throttling Our Attacks
  34. Урок 34. 00:08:48
    Taking Damage
  35. Урок 35. 00:12:04
    Nested Prefabs And Variants
  36. Урок 36. 00:10:35
    Using Prefab Variants
  37. Урок 37. 00:03:29
    Any State Animations
  38. Урок 38. 00:04:28
    Trigger Death Animation
  39. Урок 39. 00:10:40
    Stop Attacking Already
  40. Урок 40. 00:06:42
    Look Them In The Eyes
  41. Урок 41. 00:06:27
    Ignore Dead Enemies
  42. Урок 42. 00:10:49
    Bugs? What Bugs?
  43. Урок 43. 00:02:21
    Section Overview - Enemy AI
  44. Урок 44. 00:09:02
    Calculating AI Chase Distance
  45. Урок 45. 00:10:45
    Swappable Control Systems
  46. Урок 46. 00:10:28
    Disable Control When Dead
  47. Урок 47. 00:06:56
    Visualising With Gizmos
  48. Урок 48. 00:04:22
    AI Guarding Behaviour
  49. Урок 49. 00:08:30
    That's Some Suspicious Behaviour
  50. Урок 50. 00:09:14
    Visualising Waypoints
  51. Урок 51. 00:06:38
    Waypoint Loops
  52. Урок 52. 00:09:29
    Patrolling Behaviour
  53. Урок 53. 00:07:23
    Dwelling At Waypoints
  54. Урок 54. 00:01:04
    Section Overview - First Moment
  55. Урок 55. 00:08:05
    Design A Moment
  56. Урок 56. 00:08:23
    Sketch Your Moment
  57. Урок 57. 00:10:40
    Tips To Improve Workflow
  58. Урок 58. 00:10:55
    Craft The Environment
  59. Урок 59. 00:08:06
    Hits-To-Kill Design Metric
  60. Урок 60. 00:13:04
    Tweak Enemy Patrol
  61. Урок 61. 00:09:06
    Cinemachine Follow Camera
  62. Урок 62. 00:16:14
    Make Cinematic Sequence
  63. Урок 63. 00:09:40
    Trigger Cinemachine Cut Scene
  64. Урок 64. 00:14:05
    The Observer Pattern In C#
  65. Урок 65. 00:07:08
    Player Input In Cutscenes
  66. Урок 66. 00:01:23
    Section Overview - Scene Management
  67. Урок 67. 00:09:53
    Make A Second Scene
  68. Урок 68. 00:07:48
    Scene Loading Portals
  69. Урок 69. 00:10:13
    How Coroutines Work
  70. Урок 70. 00:07:01
    Wait For Scene To Load
  71. Урок 71. 00:11:27
    Player Spawn Point
  72. Урок 72. 00:08:15
    Cross Scene References
  73. Урок 73. 00:02:29
    Canvas Groups For Fading
  74. Урок 74. 00:11:27
    Nested Coroutines For Fading
  75. Урок 75. 00:14:06
    Avoiding The Singleton Pattern
  76. Урок 76. 00:02:24
    Section Overview: Saving Asset Pack
  77. Урок 77. 00:05:39
    The Saving System Overview
  78. Урок 78. 00:08:53
    Triggering Saving And Loading
  79. Урок 79. 00:14:06
    Saveable Components And GameObjects
  80. Урок 80. 00:06:22
    Challenge: Saveable Health
  81. Урок 81. 00:12:01
    Checkpoints Between Scenes
  82. Урок 82. 00:09:00
    Loading The Saved Scene
  83. Урок 83. 00:07:44
    BONUS: Capturing Multiple Parameters
  84. Урок 84. 00:02:10
    Section Overview: Saving System
  85. Урок 85. 00:06:54
    Save System Design
  86. Урок 86. 00:12:15
    Overview Of Binary Serialization
  87. Урок 87. 00:05:19
    File Paths In C#
  88. Урок 88. 00:11:49
    Understanding Unicode
  89. Урок 89. 00:08:24
    Filestream Read And Write In C#
  90. Урок 90. 00:10:09
    Converting To Binary In C#
  91. Урок 91. 00:16:53
    BinaryFormatter For Serialization
  92. Урок 92. 00:15:50
    Saveable Entities
  93. Урок 93. 00:10:27
    Generating UUIDs In C#
  94. Урок 94. 00:15:04
    Editing SerializedFields
  95. Урок 95. 00:08:55
    Serializing With SaveableEntities
  96. Урок 96. 00:08:57
    Saving Multiple Scenes - Part 1
  97. Урок 97. 00:07:47
    Saving Multiple Scenes - Part 2
  98. Урок 98. 00:08:34
    Checkpoints Between Scenes
  99. Урок 99. 00:14:41
    ISaveable Components
  100. Урок 100. 00:12:47
    Deduplicating UUIDs
  101. Урок 101. 00:06:40
    Restoring Health
  102. Урок 102. 00:12:57
    Reloading The Last Scene
  103. Урок 103. 00:08:46
    Fading Before Scene Load
  104. Урок 104. 00:01:04
    Section Overview: Simple Weapons
  105. Урок 105. 00:10:45
    Equip A Weapon
  106. Урок 106. 00:06:16
    Animator Override Controller
  107. Урок 107. 00:07:29
    Creating Scriptable Objects
  108. Урок 108. 00:07:40
    Unarmed As A Weapon
  109. Урок 109. 00:11:24
    Basic Weapon Pickup
  110. Урок 110. 00:11:46
    Left Handed Weapons
  111. Урок 111. 00:11:26
    Make A Weapon Projectile
  112. Урок 112. 00:12:25
    Shoot Projectiles
  113. Урок 113. 00:09:17
    Damage From Projectiles
  114. Урок 114. 00:12:04
    Trails & Prefab Variants
  115. Урок 115. 00:09:38
    Destroy Old Weapon
  116. Урок 116. 00:11:21
    Improve Projectile Behaviour
  117. Урок 117. 00:06:42
    Fireball Weapon & Pickup
  118. Урок 118. 00:08:59
    Fireball Particle System
  119. Урок 119. 00:05:50
    Projectile Impact Effect
  120. Урок 120. 00:14:17
    Destroy The Unwanted
  121. Урок 121. 00:06:58
    Resetting The Default Animator
  122. Урок 122. 00:09:47
    Dynamic Resource Loading
  123. Урок 123. 00:05:48
    Saving Weapon Choice
  124. Урок 124. 00:07:04
    Pickup Respawning
  125. Урок 125. 00:09:52
    Progression Design
  126. Урок 126. 00:11:29
    Progression Scriptable Object
  127. Урок 127. 00:14:02
    Looking Up The Health Stat
  128. Урок 128. 00:11:59
    Debug Health Display
  129. Урок 129. 00:06:32
    Enemy Health Display
  130. Урок 130. 00:10:53
    Awarding Experience Points
  131. Урок 131. 00:09:21
    Editing Scriptable Object Files
  132. Урок 132. 00:09:02
    Finding A Stat By Enum
  133. Урок 133. 00:02:57
    Saving Experience Points
  134. Урок 134. 00:05:27
    Displaying Experience
  135. Урок 135. 00:11:29
    Performant Lookups With Dictionaries
  136. Урок 136. 00:14:26
    Levelling Up
  137. Урок 137. 00:03:07
    Displaying The Level
  138. Урок 138. 00:07:53
    Squashing Health Bugs
  139. Урок 139. 00:12:30
    Events And Delegates
  140. Урок 140. 00:07:05
    Delegates And Actions For Leveling Up
  141. Урок 141. 00:06:47
    Saving Race Conditions
  142. Урок 142. 00:12:00
    Level Up Events And Particle Effects
  143. Урок 143. 00:11:01
    Damage Progression
  144. Урок 144. 00:12:04
    Extensible Modifier System
  145. Урок 145. 00:12:10
    Percentage Modifiers
  146. Урок 146. 00:07:56
    Data Hazards And Race Conditions
  147. Урок 147. 00:09:11
    Hunting Down Race Conditions
  148. Урок 148. 00:11:36
    Awake vs Start
  149. Урок 149. 00:12:50
    Lazy Initialisation
  150. Урок 150. 00:20:06
    Progression Stats Spreadsheet
  151. Урок 151. 00:12:41
    Configurable Cursors
  152. Урок 152. 00:10:37
    Cursors And UI
  153. Урок 153. 00:14:50
    Generic Raycastable Components
  154. Урок 154. 00:07:06
    Cursor Type With IRaycastable
  155. Урок 155. 00:09:41
    Raycast Sorting
  156. Урок 156. 00:16:00
    Raycasting To A NavMesh
  157. Урок 157. 00:15:51
    Calculating A NavMesh Path
  158. Урок 158. 00:09:47
    In Game UI
  159. Урок 159. 00:05:07
    Text Fading Animation
  160. Урок 160. 00:08:00
    Spawning Damage Text
  161. Урок 161. 00:11:30
    Using Unity Events
  162. Урок 162. 00:05:09
    Updating The Damage Text Value
  163. Урок 163. 00:06:35
    Unity Events With Parameters
  164. Урок 164. 00:12:55
    Health Bar UI
  165. Урок 165. 00:07:06
    Updating The Health Bar Scale
  166. Урок 166. 00:05:49
    Disabling Empty Health Bars
  167. Урок 167. 00:11:34
    Fixing The Fader
  168. Урок 168. 00:10:54
    Coroutine Race Conditions
  169. Урок 169. 00:01:57
    Camera Facing LateUpdate Fix
  170. Урок 170. 00:13:50
    Sound Effects And UnityEvents
  171. Урок 171. 00:07:23
    Weapon Prefab Refactor
  172. Урок 172. 00:09:43
    Fighter To Weapon Communication
  173. Урок 173. 00:08:21
    Boom Microphone Audio Listener
  174. Урок 174. 00:08:21
    Health Pickup Hack
  175. Урок 175. 00:05:48
    Visual Polish Audit
  176. Урок 176. 00:07:29
    Visual Polish Part 1
  177. Урок 177. 00:11:43
    Visual Polish - Macro Details
  178. Урок 178. 00:12:13
    Visual Polish - Micro Detail
  179. Урок 179. 00:06:25
    Combat Moment Fine Tuning
  180. Урок 180. 00:08:01
    Bug: Attacking Distant Enemies
  181. Урок 181. 00:07:36
    Enemy AI Agro
  182. Урок 182. 00:10:15
    Enemy Mob Mechanics
  183. Урок 183. 00:03:10
    Bug: Shooting Over Water
  184. Урок 184. 00:01:30
    You've Finished The Course!