jt格式怎么转化成stp进入88jt游戏

游戏专用列表(持续更新 总有惊喜) - 歌单 - 网易云音乐
游戏专用列表(持续更新 总有惊喜)
沉着冷静 精确计算 出手果断 绝地反杀! 掌握游戏算法,胜率就只会是100%!!!
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  从本土发展到国际,主会场从拥挤、狭小的南浦洞,迁往宽敞、临海的海云台地区。每年的BIFF是全釜山、也是韩国电影界的盛事。像上海电影节的小龙虾文化一般,海云台的“大排档一条街”是韩国影人必去之地,“哪个明星喝醉了跑到海边大喊大叫,都是釜山人最热衷的谈资。”成都商报记者检索发现,日,市民黄先生曾在该医院做包皮手术,当时在手术过程中,黄先生被医生告知,还需做一个阴茎背神经阻断术,尽管并不情愿,但他还是听从了医生的“劝告”,加做了手术。最终花去一万余元的手术费用。
当时有传言称,银行同业负债占比上限要从1/3调整到25%。所幸,央行也在10月25日表示此消息不实,此后又进行了200亿元的净投放。
  法新社报道,拍出156万美元的便笺写在爱因斯坦当时下榻的日本东京帝国大酒店信纸上。便笺写道:“相比纷纷扰扰地追逐成功,宁静谦逊的生活更让人快乐。”
刘立宏:《体育馆-万象城》这组作品用了视频的形式,作品的时间跨度很大,从2005年到2012年。2005年我在辽宁体育馆旁边住的时候,就经常往体育馆的方向拍照片,这里承办过数百次国际、国内体育赛事和大型文艺演出。而2007年由于城市改造,这个体育馆随着一声巨大的轰鸣被夷为平地。爆破之后我仍会经常下意识地往那个方向看,时常拍几张照片,因为那个方向一直在变化——取代体育馆的是各种高大的现代建筑群,华润大厦、万象城、君悦酒店、香格里拉大酒店。它们也许代表了这座城市的繁荣与发展,但从我的窗口望过去,它们不过是一座座模糊而又相似的高楼。
(责任编辑:紫霞)【88必发扑克游戏】
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上海科技大学
《中国科学院院刊》(中文版)是中国科学院主办的以战略与决策研究为主的科技综...
《科学通报》是自然科学综合性学术刊物,力求及时报道自然科学各领域具有创新性...
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河北大队在奔马集团进行交通安全知识培训__兰州交警河北大队
【88必发扑克游戏】:龚文密:保护生态环境 给子孙后代留一方青山绿水__邵阳发布
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文章来源:中国科学报&&&&发布时间:日 21:53&&【字号:&&&&&&】
 【88必发扑克游戏】度不一,因此相应各地终端销售价格调整幅度也不一样.对城镇居民家庭,每户每月基本生活用气20立方米左右,按最大调价幅度每立方米0.35元测算,每月增支7元左右;并且对城镇低收入群体,通过采取发放补助,提高最低生活保障标准等措施后,其基本生活不受影响.北方地区农村'煤改气'家庭,给予补贴后负担基本不增加.国家将采取哪些措施维护市场稳定?负责人表示,方案出台后,国家要求各地区,各有关部门加强组织领导,精心部署,采取多种措施,稳定天然气供应,维护市场秩序.一是千方百计保障市场供应.有关部门和天然气生产经营企业将加强生产组织和供需衔接,保障天然气市场平稳运行.二是要求企业严格执行价格政策.门站价格允许浮
 【88必发扑克游戏】全球研发中心成功落户合肥,引入了价值更高的研发环节,让产业链条更加健全,让企业能够分享价值较大的研发部分,推动产业链升级,实现由'制'造到'智'造的升级.合肥作为中国最大的家电产业基地,家电产量稳居全国之首,拥有中国20%以上的市场份额,形成了家电研发,生产,销售,物流以及相关配套企业集群的完整产业体系,成为最具国际影响力和竞争力的全球家电制造中心.当前,合肥正瞄准工业4.0模式和中国制造2025,大力推动家电产业向智能化,绿色化方向发展.在此过程中,惠而浦实现在中国市场的战略升级,在研发和生产之外,还汇聚了全球的人才库,营销智慧,让全球的惠而浦成为中国的惠而浦.战略核心确立,惠而浦在华开启新
 【88必发扑克游戏】2020年的净利润分别为14.62,18.27,23.01亿元,对应增速分别为19.2%,24.9%和26.0%,在考虑行业平均估值及公司整合全球资源的能力后,给予2018年55倍PE,合理价格为77元/股.而财通证券则在此前给出了85.8~114.4元的目标价.尽管不少机构看好,不过前海开源基金管理有限公司执行总经理杨德龙建议,独角兽回归吸引了很多资金的关注,投资者要防范过度炒作的风险.即便看好该公司前景也建议不要追高,可等到股价回落后再买.
 【88必发扑克游戏】通过各种各样的方式加入到了抗议大军之中,抗议内容主要包括种族不平等以及警方暴力执法等.这一事件在北美职业体育界造成了相当大的影响.去年10月,数名NHL球员曾公开准备加入到抗议人群中去,对此贝特曼主席表示:'我们的球员大多倾向于专注比赛,这也是球迷所希望的.你可以在很多地方发表对政治和社会问题的看法,但我不觉得球迷们买票看比赛是来看这些的……目前我们还没有准备出台法令,我们的球员基本上都还是在做他们认为正确的事情,那就是专注于比赛本身. ''在比赛开始前,结束后以及私人的时间,我们鼓励球员们尽可能地积极参加社交活动,参与政治选择,一切由他们所愿.'目前NHL联盟中大约有30名黑人球员,JT-布
 【88必发扑克游戏】.此外,丰台区2018年科技周采取以一主多分会场的形式.22日,同期在世界花卉大观园举办的分会场,邀请了区卫计委,区环保局,区地震局等多家科普联席会成员单位共同参与,通过形式多样的展板,展台展示互动展品,科普展读物,科普宣传品和精彩纷呈的科普惠民活动,充分展示科技支撑美好生活体验,增强人民对全面建成小康社会和社会主义现代化强国的自信心和自豪感,服务于人民对美好生活的向往.北京斯坦福科技孵化器有限公司举办的分会场,通过科技创新成果展示,特色科普交流,采用视频,图片,实物模型,互动体验,娱乐游戏等方式,搭建丰台区科技成果转化渠道和展示平台,让更多公众了解和体验炫酷科技产品,拉近科技产品与普通大众生
(责任编辑:介红英)&p&大好人 &a class=&member_mention& href=&//www.zhihu.com/people/ddf2f38e8ca& data-hash=&ddf2f38e8ca& data-hovercard=&p$b$ddf2f38e8ca&&@張藎堯&/a& 翻译了这篇指南,想看中文版的朋友请移步:&/p&&p&&a href=&//link.zhihu.com/?target=http%3A//kirozhang1997.com//GameDesignGuideTrans/& class=& external& target=&_blank& rel=&nofollow noreferrer&&&span class=&invisible&&http://&/span&&span class=&visible&&kirozhang1997.com/2018/&/span&&span class=&invisible&&01/26/GameDesignGuideTrans/&/span&&span class=&ellipsis&&&/span&&/a&&br&&/p&&p&———&/p&&p&今天在网上不知道搜什么,搜出来Pinterest上一张感觉很牛的图,顺藤摸瓜,发现一整个图形化的内容,名叫“多人地图关卡设计视觉化指南“。&/p&&p&这个很图形化的指南的制作者,在他的网站上还放了不少其他的图形化指南,比如从零开始做一张TF2地图,神秘海域地图,COD地图等等,但我还是青睐这个“多人地图关卡设计视觉化指南“ (Visual Guide: Multiplayer Level Design)。这些图体现了非常高超的图形化设计思路,将问题说的非常明白,简直是图形化游戏设计文档的典范。&/p&&p&喜欢吗?我很喜欢。让我想起来最后两年在2K时,对面坐的那位韩国关卡设计师,也是信息图形化高手,回头把这份材料转给他,看看他的想法。&/p&&p&需要指出的是,这十张图的内容是根据Benjamin Bauer(Far Cry的关卡设计师,后来从Crytek去了UBI Toronto,一直干到现在)在2004年的一篇长文:“本的真实系多人地图关卡设计小圣经”,而创作。&/p&&p&看完这份视觉化指南(如果要更深一步的话,应该去看一下Ben的原文),相信能够帮助大家对关卡设计有一点了解。&/p&&p&我只是搬运一下,方便大家看,也方便自己收藏。&/p&&p&&br&&/p&&p&一切版权归原作者所有。&/p&&p&&br&&/p&&h2&&b&0 目录&/b&&/h2&&p&&br&&/p&&figure&&img src=&https://pic1.zhimg.com/v2-4cec2359fff66b0b1e929b2cfe0b0cdc_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&700& data-rawheight=&1730& class=&origin_image zh-lightbox-thumb& width=&700& data-original=&https://pic1.zhimg.com/v2-4cec2359fff66b0b1e929b2cfe0b0cdc_r.jpg&&&/figure&&p&&br&&/p&&p&&br&&/p&&p&&br&&/p&&h2&&b&一 名词列表&/b&&/h2&&p&&br&&/p&&p&包括玩家行为;掩体形态;战斗范围;游戏模式。&/p&&p&&br&&/p&&figure&&img src=&https://pic1.zhimg.com/v2-e0dffc98b417ab8a177dc_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&700& data-rawheight=&1435& class=&origin_image zh-lightbox-thumb& width=&700& data-original=&https://pic1.zhimg.com/v2-e0dffc98b417ab8a177dc_r.jpg&&&/figure&&p&&br&&/p&&p&&br&&/p&&p&&br&&/p&&h2&&b&二 策略设计&/b&&/h2&&p&&br&&/p&&p&分三步走,基本流程图;详细流程图;以及概念流程图。&/p&&p&其中基本流程主要给出最基本的策略线路,关键点。而在详细流程图中,就要开始做垂直方向的思考,比如高中低三路,以及攻防策略设计;概念图就更进一步,对关卡的视觉方向(地貌、灯光)做出规划。&/p&&figure&&img src=&https://pic4.zhimg.com/v2-ccbdcee68e85bb12f2d5fb23ae8c24cb_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&700& data-rawheight=&3496& class=&origin_image zh-lightbox-thumb& width=&700& data-original=&https://pic4.zhimg.com/v2-ccbdcee68e85bb12f2d5fb23ae8c24cb_r.jpg&&&/figure&&p&&br&&/p&&p&&br&&/p&&h2&&b&三 战术&/b&&/h2&&p&&br&&/p&&p&这张图原图非常大,我不得不切成三张,大家记住,原来是一张。&/p&&p&玩家未必能看得出来你的策略层面的设计,但战术设计犹如关卡设计的肌肉,随时都会对体验有影响。&/p&&p&这一篇可以说是精华,提到战斗区域的四个原则,例如,最少两个进入点;夺旗模式战术要点;任务区域设计的原则,例如困难设计应当与时间结合;移动任务(例如护送)区域设计;区域连接方式;重生点的设计原则;一些具体战术空间设计要点,例如坑道,楼梯,门,等等。&/p&&figure&&img src=&https://pic4.zhimg.com/v2-8684bff4b8e4cf505d64c2e4b53d36b7_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&700& data-rawheight=&3404& class=&origin_image zh-lightbox-thumb& width=&700& data-original=&https://pic4.zhimg.com/v2-8684bff4b8e4cf505d64c2e4b53d36b7_r.jpg&&&/figure&&figure&&img src=&https://pic3.zhimg.com/v2-ccecb27cecb4bf172dd082330dfbc532_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&700& data-rawheight=&3046& class=&origin_image zh-lightbox-thumb& width=&700& data-original=&https://pic3.zhimg.com/v2-ccecb27cecb4bf172dd082330dfbc532_r.jpg&&&/figure&&figure&&img src=&https://pic1.zhimg.com/v2-156fa29d6e0dfdc31f312c_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&700& data-rawheight=&3402& class=&origin_image zh-lightbox-thumb& width=&700& data-original=&https://pic1.zhimg.com/v2-156fa29d6e0dfdc31f312c_r.jpg&&&/figure&&p&&br&&/p&&h2&&b&四 地图尺寸&/b&&/h2&&p&&br&&/p&&p&地图尺寸的大小设计与战斗区域的抵达时间相关,而这个抵达时间和战术角色,以及地形设计和地图对称性也有密切关联。当清楚时间之后,才能将其转化为空间尺寸。&/p&&p&也就是说尺寸的设计是为战术空间所服务的,而这张图则给出了具体的思考方法。&/p&&figure&&img src=&https://pic3.zhimg.com/v2-d7fbe658f8aad34e2d9f2e_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&700& data-rawheight=&2499& class=&origin_image zh-lightbox-thumb& width=&700& data-original=&https://pic3.zhimg.com/v2-d7fbe658f8aad34e2d9f2e_r.jpg&&&/figure&&p&&br&&/p&&h2&&b&五 方向与寻路&/b&&/h2&&p&&br&&/p&&p&这张更大,切成了五张。&/p&&p&关卡设计最基本,也是最难的地方就在于让玩家迅速分的清方向,认得准位置,并且记住自己来过这里。制作者在这一章用了大量篇幅来详述。感觉干货满满,实用性极强。&/p&&p&例如,制造战术目的;用强烈的美术风格和设定来进行对比;制造明确的视觉中心。&/p&&p&还强调了利用摄影中的三三原则来进行构图。以及使用引导线帮助玩家定位方向,重要物体。通过重复元素来加强线路感,以及纵深感。近景、中景、远景的层次深度。创造叙事元素,叙事线索来帮助玩家确定关卡结构,也能增强沉浸感。&/p&&p&地标也非常重要,能够帮助玩家在地图的不同地点来定位自己所在的区域。&/p&&p&大量篇幅介绍光线,色彩对营造关卡气氛的作用。我觉得最有意思的是,直接给出来五个色轮做关卡颜色参考,包括饱和度对比,以及冷暖对比。&/p&&p&物体的轮廓和外形,也有其强大的暗示作用。包括剪影,框架(例如门形,这个对于构图至关重要)。&/p&&p&最后是细节、运动、声效、情绪(三张分别表现兴奋、恐惧和平静的关卡模拟图)的综合考量。&/p&&figure&&img src=&https://pic2.zhimg.com/v2-36f52fbf064aa7ca2735_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&800& data-rawheight=&2747& class=&origin_image zh-lightbox-thumb& width=&800& data-original=&https://pic2.zhimg.com/v2-36f52fbf064aa7ca2735_r.jpg&&&/figure&&figure&&img src=&https://pic4.zhimg.com/v2-1da989c8d8daed1d6d993f_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&800& data-rawheight=&2193& class=&origin_image zh-lightbox-thumb& width=&800& data-original=&https://pic4.zhimg.com/v2-1da989c8d8daed1d6d993f_r.jpg&&&/figure&&figure&&img src=&https://pic2.zhimg.com/v2-3e190e5f66a7dfcbf6cd92fcaf0c4405_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&800& data-rawheight=&2279& class=&origin_image zh-lightbox-thumb& width=&800& data-original=&https://pic2.zhimg.com/v2-3e190e5f66a7dfcbf6cd92fcaf0c4405_r.jpg&&&/figure&&figure&&img src=&https://pic4.zhimg.com/v2-ccccbfe3deaac2b4cc82853_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&800& data-rawheight=&1944& class=&origin_image zh-lightbox-thumb& width=&800& data-original=&https://pic4.zhimg.com/v2-ccccbfe3deaac2b4cc82853_r.jpg&&&/figure&&figure&&img src=&https://pic4.zhimg.com/v2-b255fd8808fcceaa6683_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&800& data-rawheight=&2533& class=&origin_image zh-lightbox-thumb& width=&800& data-original=&https://pic4.zhimg.com/v2-b255fd8808fcceaa6683_r.jpg&&&/figure&&p&&br&&/p&&p&&br&&/p&&h2&&b&六 回合式地图和再生地图&/b&&/h2&&p&基于回合(死后本轮不复活)和不停再生的地图设计思路很不相同,后者的战术空间更加复杂,但前者往往节奏更快。&/p&&figure&&img src=&https://pic4.zhimg.com/v2-deada470fb853adf712b_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&700& data-rawheight=&760& class=&origin_image zh-lightbox-thumb& width=&700& data-original=&https://pic4.zhimg.com/v2-deada470fb853adf712b_r.jpg&&&/figure&&p&&br&&/p&&p&&br&&/p&&h2&&b&七 地图对称&/b&&/h2&&p&对称地图虽然实现了平衡,但需要强大的美术实力来区分方向,让玩家不至于转晕了。&/p&&figure&&img src=&https://pic1.zhimg.com/v2-188d1a6c313effda2c9e4_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&700& data-rawheight=&1715& class=&origin_image zh-lightbox-thumb& width=&700& data-original=&https://pic1.zhimg.com/v2-188d1a6c313effda2c9e4_r.jpg&&&/figure&&p&&br&&/p&&h2&&b&八 风格对地图设计的影响&/b& &/h2&&p&街机风 vs. 真实系。对于前者而言,由于走的是非真实系路线,会有很多垂直层面的地图设计需求,后者则强调大地图,掩体作战。&/p&&figure&&img src=&https://pic4.zhimg.com/v2-2249b88afe82815ebd1b0d5a536446cf_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&700& data-rawheight=&962& class=&origin_image zh-lightbox-thumb& width=&700& data-original=&https://pic4.zhimg.com/v2-2249b88afe82815ebd1b0d5a536446cf_r.jpg&&&/figure&&p&&br&&/p&&p&&br&&/p&&p&&br&&/p&&h2&&b&九 对游戏设计的支持&/b&&/h2&&p&这里强调关卡设计应当围绕现有的游戏机制来进行设计,而不是动不动就要求增加新的机制来满足关卡设计。因为一些为了某个单独关卡设计而做出来的方案,可能会对其他方面造成影响。&/p&&p&关卡设计的本职工作就是在有限的资源下,利用关卡设计技巧,做出重玩度高的内容。不能越俎代庖,凡遇到问题就想着改游戏设计。&/p&&p&下面举了两个非常有意思的例子。&/p&&figure&&img src=&https://pic2.zhimg.com/v2-3b30dc5e90ee82fa1be24eca_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&700& data-rawheight=&1165& class=&origin_image zh-lightbox-thumb& width=&700& data-original=&https://pic2.zhimg.com/v2-3b30dc5e90ee82fa1be24eca_r.jpg&&&/figure&&p&&br&&/p&&h2&&b&十 鸣谢&/b&&/h2&&figure&&img src=&https://pic4.zhimg.com/v2-7fa7c9a3c23c5c00fca2e7_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&700& data-rawheight=&1763& class=&origin_image zh-lightbox-thumb& width=&700& data-original=&https://pic4.zhimg.com/v2-7fa7c9a3c23c5c00fca2e7_r.jpg&&&/figure&&hr&&p&点&/p&&a href=&//link.zhihu.com/?target=http%3A//www.farcry2.cz/czech_menu/ke_stazeni/mapy-download/Benova-bible-mapy.pdf& data-draft-node=&block& data-draft-type=&link-card& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&本的真实系多人地图关卡设计小圣经&/a&&p&跳转到“本的真实系多人地图关卡设计小圣经”原文。&/p&&p&&br&&/p&&p&感兴趣的话可以关注我的公众号:陈灼的字&/p&&p&时不时发一些游戏设计相关的文章,或者这样的搬运。&/p&
翻译了这篇指南,想看中文版的朋友请移步: ———今天在网上不知道搜什么,搜出来Pinterest上一张感觉很牛的图,顺藤摸瓜,发现一整个图形化的内容,名叫“多人地图关卡设计视觉化指南“。这个很图形化的指南的制作者…
&figure&&img src=&https://pic1.zhimg.com/v2-3d7c84d71630eb0eafefb5471662caf0_b.jpg& data-rawwidth=&1200& data-rawheight=&630& class=&origin_image zh-lightbox-thumb& width=&1200& data-original=&https://pic1.zhimg.com/v2-3d7c84d71630eb0eafefb5471662caf0_r.jpg&&&/figure&&h2&&b&官方资料&/b&&/h2&&p&&a href=&http://link.zhihu.com/?target=https%3A//docs.unity3d.com/Manual/index.html& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity User Manual 手册&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//docs.unity3d.com/ScriptReference/index.html& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity - Scripting API&/a&(API 详解)&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//unity3d.com/cn/learn/tutorials& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity - Learn - Modules&/a&(官方视频教程,适合英语好的同学)&/p&&p&&br&&/p&&h2&&b&Coursera&/b&&/h2&&p&&a href=&http://link.zhihu.com/?target=https%3A//www.coursera.org/specializations/wangluo-youxi-sheji-kaifa& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&基于 Unity 引擎的网络游戏设计与开发(复旦大学) | Coursera&/a&&/p&&p&主要分为五个课程(可免费旁听):&/p&&ol&&li&游戏产业概论&/li&&li&游戏策划与设计&/li&&li&基于 Unity 引擎的游戏开发基础&/li&&li&基于 Unity 的游戏开发进阶&/li&&li&网络游戏与开发毕业项目&/li&&/ol&&p&&br&&/p&&h2&&b&国内教程达人&/b&&/h2&&p&对国内 Unity 学习者影响很大的两位:&/p&&p&一位是宣雨松,我是看他的《Unity3D 游戏开发》入门的。&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.xuanyusong.com/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&雨松MOMO程序研究院|专注移动互联网与Unity3D游戏开发的技术博客&/a&&/p&&p&&br&&/p&&p&一位是 Siki ,主要出教程,讲课逻辑非常清楚。原来是泰课在线的讲师,现在已经自己创办了一个教学网站。&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.taikr.com/user/7/teach& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Siki - 泰课在线&/a&(里面有很多免费的教程)&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.sikiedu.com/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&siki学院 - Unity游戏开发从入门到独立开发&/a&(非广告,里面也有免费课程)&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//mp.weixin.qq.com/s%3F__biz%3DMzA3ODY0MDIxMA%3D%3D%26mid%3D%26idx%3D1%26sn%3D27c3a0bca23c86fc8524f4ef%26chksm%3D84123aecb365b3fad836e5c9e7f0e5f8764593acd4bad%26mpshare%3D1%26scene%3D1%26srcid%3D0911rpG2TnpPcAvFs038J7sm%26key%3Dbb8bbafef0aa259b046dae2e62aed7be7da6b2bcea37fb180f7dd731a502ccefea%26ascene%3D0%26uin%3DMjI2MzQ2NTc4MQ%253D%253D%26devicetype%3DiMac%2BMacBookPro11%252C4%2BOSX%2BOSX%2B10.12.3%2Bbuild%%26version%3Dnettype%3DWIFI%26fontScale%3D100%26pass_ticket%3DwKyKQq2YgAo0oYlkBux58CDrVT8vkoxnlPDcd5XN2GoeYInAEoPIcKVuZNJ%252BJIiI& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity游戏开发视频教程目录 v17.3 - Siki 精心整理&/a&(内含大量百度云课程链接)&/p&&p&&br&&/p&&p&&b&其他视频教程&/b&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.mkcode.net/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&擅码网 - 专注于Unity3d游戏开发培训,unity3d,unity3d教程,unity3d视频教程&/a&&/p&&p&顺别列出来擅码网的学习路线供大家参考(从入门到进阶):&/p&&p&Tips:仅知识点列举,完全可以靠看博客和自学学习以下知识点。有兴趣自行购买,不存在广告行为。&/p&&p&&b&第一阶段&/b&&/p&&ol&&li&C# 语言基础&/li&&li&Unity3D 引擎基础&/li&&li&C# 语言进阶(数据结构入门)&/li&&li&Unity3D 界面 UI(NGUI)&/li&&li&简单完整项目实例&/li&&/ol&&p&&b&第二阶段&/b&&/p&&ol&&li&角色动画控制(动画系统,导航系统)&/li&&li&C# 语言强化(委托与事件,常用设计模式)&/li&&li&客户端核心技术(UGUI,Lua)&/li&&li&中级项目实战&/li&&li&AI 人工智能&/li&&li&3D 数学基础(向量,欧拉角,四元数,矩阵等)&/li&&li&客户端资源管理(编辑器扩展, AssetBundle)&/li&&li&项目实战&/li&&/ol&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.taikr.com/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&泰课在线 - 国内专业的Unity在线学习平台&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.maiziedu.com/search/course/unity-1/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity 视频教程-麦子学院&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//edu.manew.com/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&蛮牛教育 - Unity在线学习平台&/a&&/p&&p&&br&&/p&&h2&&b&优质分享&/b&&/h2&&p&&a href=&http://link.zhihu.com/?target=https%3A//v.qq.com/x/page/d016340mkcu.html& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&UNITE -Unity项目架构设计与开发管理&/a&(Unity 大中华区总监分享游戏架构)&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//learnopengl.com/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Learn OpenGL, extensive tutorial resource for learning Modern OpenGL&/a&( 非常好的 OpenGL 英文教程,下面是翻译版)&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//learnopengl-cn.github.io/intro/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&LearnOpenGL 中文翻译版&/a&&/p&&p&&br&&/p&&h2&&b&优质问答&/b&&/h2&&p&&a href=&https://www.zhihu.com/question//answer/& class=&internal&&宋健:计算机专业大学生如果想毕业后进入游戏行业,在大学期间应该怎样准备?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&会飞的路飞:怎么规划一个零基础学习Unity3D的“方法”或者“流程”?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&HellomotoV:怎么规划一个零基础学习Unity3D的“方法”或者“流程”?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&邓凯:通过Unity2D独立开发一款瓷砖式RPG游戏需要学习哪些知识?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&豆一:有哪些推荐的Unity3D开发方面的博客?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&王楠:Unity3D 游戏开发团队中,各角色划分是怎样的?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/& class=&internal&&王选易:如何学好 Unity?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&游侠:C# 如何进阶?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&权然:游戏引擎 Unity 的入门易精通难体现在哪?为什么?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&王楠:游戏引擎 Unity 的入门易精通难体现在哪?为什么?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&邓凯:游戏引擎 Unity 的入门易精通难体现在哪?为什么?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&钱康来:Unity 开发工作流程?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/& class=&internal&&周华:在Unity中StartCoroutine/yield return这个模式到底是怎么应用的?其中的原理是什么?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&彼得潘-朱涛:github上有什么好的unity开源项目?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&王致远:基于 Unity 中的 UGUI 或者 NGUI 插件,如何设计尽可能通用的 UI 框架?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&Jackie Run:Unity 游戏开发有哪些让你拍案叫绝的技巧?&/a&&/p&&p&&a href=&https://www.zhihu.com/question/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_1&utm_division=ge13_2& class=&internal&&Milo Yip - Unity 高级程序员应该具备怎样的能力?要怎样成长为 Unity 高级程序员?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&伍一峰:如何在Unity中实现MVC模式?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&康托耶夫:Unity有哪些让做项目事半功倍的插件值得推荐?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&庞巍伟:如何评价腾讯在Unity下的xLua(开源)热更方案?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&梁伟国Waigo:Unity3D如何有效地组织代码?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&kUANG tOBY:Unity3d客户端开发,要深入学习,更需要先从哪方面入手?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&凉鞋:使用Unity开发游戏,有流行的框架嘛?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&庞巍伟:Unity 项目中怎样正确的使用 Lua?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&Vinjn张静:如何系统的学习 Unity 3D 中的 shader 编写(nvidia cg 编程)?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&Prodesire:如何系统的学习 Unity 3D 中的 shader 编写(nvidia cg 编程)?&/a&&/p&&p&&br&&/p&&h2&&b&论坛&/b&&/h2&&p&&a href=&http://link.zhihu.com/?target=http%3A//forum.china.unity3d.com/forum.php& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity官方中文论坛 - Unity3d.com&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.manew.com/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&游戏蛮牛 - 虚拟现实,unity3d教程&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.ceeger.com/forum/index.php%3Fc%3Dcate%26fid%3D1& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity3D论坛 - Unity圣典社区&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.u3dchina.com/forum.php& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity3D 联盟&/a&&/p&&p&&br&&/p&&h2&&b&博客&/b&&/h2&&p&&a href=&http://link.zhihu.com/?target=https%3A//docs.microsoft.com/zh-cn/dotnet/csharp/programming-guide/index& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&C# 编程指南 - 微软&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.xuanyusong.com/archives/category/unity/%25E3%ugui%25E7%25A0%%25A9%25B6%25E9%%25E3%& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&【UGUI研究院】 | 雨松MOMO程序研究院&/a&&/p&&p&&a href=&https://zhuanlan.zhihu.com/p/& class=&internal&&利用Unity UGUI制作酷炫UI效果(制作篇)&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//blog.csdn.net/aa/article/details/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&全面理解 Unity UI 系统&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//bitbucket.org/Unity-Technologies/ui& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity-Technologies / UI - Bitbucket&/a&&/p&&p&&a href=&https://zhuanlan.zhihu.com/uwa4d& class=&internal&&UWA:简单优化、优化简单&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//onevcat.com/2012/11/memory-in-unity3d/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity 3D中的内存管理&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//blog.csdn.net/candycat1992/article/details/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&【Unity技巧】Unity中的优化技术 - candycat - CSDN博客&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.cnblogs.com/crazylights/p/3897742.html& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity3D热更新全书-PageZero - 疯光无线 - 博客园&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//blog.csdn.net/pbymw8iwm/article/details/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&关于游戏架构设计的一些整理 - 高科的专栏 - CSDN博客&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.cocoachina.com/game/39.html& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity 5 中的全局光照技术详解(建议收藏)&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//blog.csdn.net/poem_qianmo/article/category/2681301& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity3D Shader 毛星云(浅墨)的专栏 - CSDN博客&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//blog.csdn.net/zhuangyou123/article/details/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&猫都能学会的Unity3D Shader入门指南&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.cnblogs.com/BLoodMaster/archive//1769774.html& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&C# Socket编程 同步以及异步通信 - BLoodMaster - 博客园&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//gamedevelopment.tutsplus.com/articles/unity-now-youre-thinking-with-components--gamedev-12492& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity: Now You're Thinking With Components&/a&(英文)&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.cocoachina.com/game/67.html%3Futm_source%3Dtuicool%26utm_medium%3Dreferral& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&漫谈游戏中的人工智能 - CocoaChina_让移动开发更简单&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//www.reddit.com/r/Unity3D/comments/1nb06h/unity_design_patterns_and_concepts_looking_for/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity design patterns and concepts, looking for good sources o r/Unity3D&/a&(外国人在开发过程中搜集的文章链接)&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//liweizhaolili.blog.163.com/blog/%23m%3D0%26t%3D1%26c%3Dfks_082071& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&阿赵的博客&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.cnblogs.com/neverdie/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&王选易 - 博客园&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.luzexi.com/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&技术人生 · luzexi.com&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.unity3d.top/unity_web/linkList.php& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity学习屋&/a&(里面有针对多个知识点的优质博客和分享)&/p&&p&&br&&/p&&h2&&b&书籍(部分我看过关于 Unity 的书,参考链接为豆瓣书评)&/b&&/h2&&p&&br&&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//book.douban.com/subject/3351935/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&《C# 图解教程》&/a&&/p&&p&入门不错的书。&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//book.douban.com/subject/1793123/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&《C# 入门经典》&/a&&/p&&p&很经典的书。&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//book.douban.com/subject//& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&《Unity3d游戏开发》&/a&&/p&&p&宣雨松著,适合入门级新手。&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//book.douban.com/subject//& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&《Unity 4.x从入门到精通》&/a&&/p&&p&官方教材,现在来说,有点老了。&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//book.douban.com/subject//& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&《Unity3D 脚本编程》&/a&&/p&&p&适合 C# 和 Unity 进阶。&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//book.douban.com/subject//& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&《Unity 游戏设计与实现》&/a&&/p&&p&万代南梦宫的资深开发人员编写,不适合初学者,适合有一定项目基础的人。&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//book.douban.com/subject/1400419/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&《3D 数学基础》&/a&&/p&&p&学习需要掌握的 3D 数学知识。&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//book.douban.com/subject//& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&《游戏编程模式》&/a&&/p&&p&还未看完,不过感觉还不错。&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//book.douban.com/subject//& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&《设计模式与游戏完美开发》&/a&&/p&&p&结合着案例学习设计模式。&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//book.douban.com/subject//& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&《Shader 入门精要》&/a&&/p&&p&Shader 入门非常不错。&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//book.douban.com/subject//& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&《Unity 人工智能游戏开发》&/a&&/p&&p&学习游戏开发中的人工智能,还不错。&/p&&p&&br&&/p&&h2&&b&Unity 面试经验&/b&&/h2&&p&&a href=&https://zhuanlan.zhihu.com/p/?utm_source=wechat_session&utm_medium=social& class=&internal&&整理的前人Unity 面试的笔记&/a&(已经整理大量面经)&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.cnblogs.com/yougoo/p/7241139.html& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity 工作经历+近期面试经历&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//blog.csdn.net/mylefteyeisl/article/details/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity3D面试--真实的面试 - 我的Unity3D - CSDN博客&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.jianshu.com/p/59ad5e8ba457& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&unity3d游戏公司面试常见问题全接触&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//blog.csdn.net/dingxiaowei2013/article/details/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity全面的面试题(包含答案) - 学无止境的专栏 - CSDN博客&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.cnblogs.com/sitonmoon/p/5510617.html& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity游戏程序员面试题及解答 - 拔丝煎面 - 博客园&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.manew.com/blog-.html& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity3D面试题整合(转载) - 何惜一笑的博客&/a&&/p&&p&&br&&/p&&h2&&b&持续更新中,整理不易,欢迎点赞!&/b&&/h2&
官方资料(API 详解)(官方视频教程,适合英语好的同学) Coursera主要分为五个课程(可免费旁听):游戏产业概论游戏策…
&figure&&img src=&https://pic2.zhimg.com/v2-b17c4a0d00998f82ccccfc8e961fa945_b.jpg& data-rawwidth=&496& data-rawheight=&739& class=&origin_image zh-lightbox-thumb& width=&496& data-original=&https://pic2.zhimg.com/v2-b17c4a0d00998f82ccccfc8e961fa945_r.jpg&&&/figure&&p&本文难度:??&/p&&p&
那天一个同事问我,最好的办公室游戏是什么。我脑海里出现的第一个东西,&/p&&p&不系我系渣渣辉,&/p&&figure&&img src=&https://pic4.zhimg.com/v2-de202dfe5daa3_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&351& data-rawheight=&498& class=&content_image& width=&351&&&/figure&&p&也不是开局一条狗,&/p&&figure&&img src=&https://pic1.zhimg.com/v2-2476afe62ce2d114c97cac_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&427& data-rawheight=&228& class=&origin_image zh-lightbox-thumb& width=&427& data-original=&https://pic1.zhimg.com/v2-2476afe62ce2d114c97cac_r.jpg&&&/figure&&p&而是微软二三十年一直不离不弃的这个啊。&/p&&figure&&img src=&https://pic3.zhimg.com/v2-7fec77f7f79a983aa536a4c_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&556& data-rawheight=&470& class=&origin_image zh-lightbox-thumb& width=&556& data-original=&https://pic3.zhimg.com/v2-7fec77f7f79a983aa536a4c_r.jpg&&&/figure&&p&作为一个扫雷的金牌用户,也作为一个技术菜鸟,我觉得,最好的致敬方式是凭借自力将其实现出来。对了,这就是今天这篇小文里要弄的东西。&/p&&p&&br&&/p&&p&第一步首先是素材。我在搜的时候发现一件很奇怪的现象,很多人都在求一款名叫《妄想スイーパー》的扫雷游戏。好奇害死猫的俗语已经过时了,现在是好奇会开启新世界的大门。没错,只玩了3秒钟,我就知道理想的素材找到了(正经脸)。&/p&&p&&br&&/p&&h2&一 场景建设&/h2&&p&
由于我下载的是flash游戏所以我用硕思闪客精灵解包Flash,由于不是会员只是试用所以功能很有限但是能截图那就OK啦将我们需要的场景背景,前景图片从动画里面一帧一帧的截取出来(这是个体力活,我截取了2个动画每个动画就截取了60帧的都是120张图片了)然后用来做帧动画;&/p&&figure&&img src=&https://pic1.zhimg.com/v2-d193aca567c8_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&1123& data-rawheight=&568& class=&origin_image zh-lightbox-thumb& width=&1123& data-original=&https://pic1.zhimg.com/v2-d193aca567c8_r.jpg&&&/figure&&p&背景搭建好了之后就需要做表面的雷区,这里我们需要专门做一个小Item来完成一个雷区的所有功能;&/p&&figure&&img src=&https://pic1.zhimg.com/v2-c4de3d89aceb90_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&281& data-rawheight=&115& class=&content_image& width=&281&&&/figure&&p&如上图所示:&/p&&p&text:用来输入显示如果不是雷的话它周围八个方向一共有雷的个数;&/p&&p&Mask:是一个100X100的正方形像素图片用来做一个遮罩,表明只显示这个像素大小的部分图片;&/p&&p&Show Image:是一个和背景图一样大小的图片,但是她只能显示出被遮罩笼罩的部分;&/p&&p&Frame:是外边框,要放在ShowImage后面不然会被挡住无法显示边框;&/p&&p&Sgin:标记图片,若我们认为它是雷那么显示该图片,默认为不显示;&/p&&p&加载后从的完整版:&/p&&figure&&img src=&https://pic4.zhimg.com/v2-743abfa54f4c5c646a778fa94cd43b4f_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&920& data-rawheight=&480& class=&origin_image zh-lightbox-thumb& width=&920& data-original=&https://pic4.zhimg.com/v2-743abfa54f4c5c646a778fa94cd43b4f_r.jpg&&&/figure&&p&游戏有动画,但是本着净化屏幕保护视力(怕封号)的目的,就给各位看官上图片了······结尾工程有工程和源码,欢迎下载学习;&/p&&h2&二 功能模块实现&/h2&&p&&b&1:UIRoot&/b&&/p&&p&作为场景的根节点,游戏的所有流程都应该是它去调度完成的。所以它可以获取全部的功能组件;&/p&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span&&span class=&c1&&/// &summary&&/span&
&span class=&c1&&/// 建立一个值类型的类,用来记录游戏中的平面点=&(X,Y)&/span&
&span class=&c1&&/// &/summary&&/span&
&span class=&k&&struct&/span& &span class=&nc&&Position&/span&
&span class=&p&&{&/span&
&span class=&k&&public&/span& &span class=&kt&&int&/span& &span class=&n&&PointX&/span&&span class=&p&&;&/span&
&span class=&k&&public&/span& &span class=&kt&&int&/span& &span class=&n&&PointY&/span&&span class=&p&&;&/span&
&span class=&k&&public&/span& &span class=&nf&&Position&/span&&span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&_pointx&/span&&span class=&p&&,&/span& &span class=&kt&&int&/span& &span class=&n&&_pointy&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&n&&PointX&/span& &span class=&p&&=&/span& &span class=&n&&_pointx&/span&&span class=&p&&;&/span&
&span class=&n&&PointY&/span& &span class=&p&&=&/span& &span class=&n&&_pointy&/span&&span class=&p&&;&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&span class=&k&&public&/span& &span class=&k&&class&/span& &span class=&nc&&UIRoot&/span& &span class=&p&&:&/span& &span class=&n&&MonoBehaviour&/span&
&span class=&p&&{&/span&
&span class=&c1&&//需要挂载的组件&/span&
&span class=&k&&public&/span& &span class=&n&&GameObject&/span& &span class=&n&&Item&/span&&span class=&p&&;&/span&
&span class=&k&&public&/span& &span class=&n&&GameObject&/span& &span class=&n&&Plane&/span&&span class=&p&&;&/span&
&span class=&k&&public&/span& &span class=&n&&Button&/span& &span class=&n&&ReLive&/span&&span class=&p&&;&/span&
&span class=&k&&public&/span& &span class=&n&&GameObject&/span& &span class=&n&&Die&/span&&span class=&p&&;&/span&
&span class=&k&&public&/span& &span class=&n&&GameObject&/span& &span class=&n&&Win&/span&&span class=&p&&;&/span&
&span class=&k&&public&/span& &span class=&n&&MineNum&/span& &span class=&n&&MineNumber&/span&&span class=&p&&;&/span&
&span class=&c1&&//创建一个和雷区一样大小的二维数组&/span&
&span class=&k&&public&/span& &span class=&kt&&int&/span&&span class=&p&&[,]&/span& &span class=&n&&panl&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&kt&&int&/span&&span class=&p&&[&/span&&span class=&m&&9&/span&&span class=&p&&,&/span& &span class=&m&&9&/span&&span class=&p&&];&/span&
&span class=&k&&public&/span& &span class=&n&&Dictionary&/span&&span class=&p&&&&/span&&span class=&kt&&int&/span&&span class=&p&&,&/span& &span class=&n&&Item&/span&&span class=&p&&&&/span& &span class=&n&&ItemDictionary&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&Dictionary&/span&&span class=&p&&&&/span&&span class=&kt&&int&/span&&span class=&p&&,&/span& &span class=&n&&Item&/span&&span class=&p&&&();&/span&
&span class=&k&&public&/span& &span class=&kt&&int&/span& &span class=&n&&WinNum&/span&&span class=&p&&;&/span&
&span class=&c1&&//建立列表储存游戏中所有平面点;&/span&
&span class=&k&&private&/span& &span class=&n&&List&/span&&span class=&p&&&&/span&&span class=&n&&Position&/span&&span class=&p&&&&/span& &span class=&n&&point&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&List&/span&&span class=&p&&&&/span&&span class=&n&&Position&/span&&span class=&p&&&();&/span&
&span class=&k&&private&/span& &span class=&k&&void&/span& &span class=&nf&&Awake&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&n&&Init&/span&&span class=&p&&();&/span&
&span class=&n&&CreatMine&/span&&span class=&p&&();&/span&
&span class=&n&&ReLive&/span&&span class=&p&&.&/span&&span class=&n&&onClick&/span&&span class=&p&&.&/span&&span class=&n&&AddListener&/span&&span class=&p&&(&/span&&span class=&n&&OnClickRelve&/span&&span class=&p&&);&/span&
&span class=&p&&}&/span&
&span class=&k&&void&/span& &span class=&nf&&Init&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&c1&&//清空列表;若不清空,重来的时候会出现相同点加载两次的情况&/span&
&span class=&n&&point&/span&&span class=&p&&.&/span&&span class=&n&&Clear&/span&&span class=&p&&();&/span&
&span class=&c1&&//实例化9X9的Item组件&/span&
&span class=&k&&for&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&i&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span& &span class=&n&&i&/span& &span class=&p&&&&/span& &span class=&m&&9&/span&&span class=&p&&;&/span& &span class=&n&&i&/span&&span class=&p&&++)&/span&
&span class=&p&&{&/span&
&span class=&k&&for&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&j&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span& &span class=&n&&j&/span& &span class=&p&&&&/span& &span class=&m&&9&/span&&span class=&p&&;&/span& &span class=&n&&j&/span&&span class=&p&&++)&/span&
&span class=&p&&{&/span&
&span class=&kt&&var&/span& &span class=&n&&mask&/span& &span class=&p&&=&/span& &span class=&n&&Instantiate&/span&&span class=&p&&(&/span&&span class=&n&&Item&/span&&span class=&p&&,&/span& &span class=&n&&Plane&/span&&span class=&p&&.&/span&&span class=&n&&transform&/span&&span class=&p&&);&/span&
&span class=&c1&&//将J的赋值给Item的Sizex;&/span&
&span class=&n&&mask&/span&&span class=&p&&.&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&Item&/span&&span class=&p&&&().&/span&&span class=&n&&Sizex&/span& &span class=&p&&=&/span& &span class=&n&&j&/span&&span class=&p&&;&/span&
&span class=&n&&mask&/span&&span class=&p&&.&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&Item&/span&&span class=&p&&&().&/span&&span class=&n&&Sizey&/span& &span class=&p&&=&/span& &span class=&n&&i&/span&&span class=&p&&;&/span&
&span class=&c1&&//将该Item写入字典,j*10+i定义为Key值来保证key不重复而且与坐标位子相关&/span&
&span class=&n&&ItemDictionary&/span&&span class=&p&&.&/span&&span class=&n&&Add&/span&&span class=&p&&(&/span&&span class=&n&&j&/span& &span class=&p&&*&/span& &span class=&m&&10&/span& &span class=&p&&+&/span& &span class=&n&&i&/span&&span class=&p&&,&/span& &span class=&n&&mask&/span&&span class=&p&&.&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&Item&/span&&span class=&p&&&());&/span&
&span class=&c1&&//标记该位置的Item在二维数组中标记数为2;&/span&
&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&j&/span&&span class=&p&&,&/span& &span class=&n&&i&/span&&span class=&p&&]&/span& &span class=&p&&=&/span& &span class=&m&&2&/span&&span class=&p&&;&/span&
&span class=&c1&&//new 一个x=j,y=i的position&/span&
&span class=&kt&&var&/span& &span class=&n&&position&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&Position&/span&&span class=&p&&(&/span&&span class=&n&&j&/span&&span class=&p&&,&/span& &span class=&n&&i&/span&&span class=&p&&);&/span&
&span class=&c1&&//添加到点列表里&/span&
&span class=&n&&point&/span&&span class=&p&&.&/span&&span class=&n&&Add&/span&&span class=&p&&(&/span&&span class=&n&&position&/span&&span class=&p&&);&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&span class=&c1&&/// &summary&&/span&
&span class=&c1&&/// 设置雷点位置&/span&
&span class=&c1&&/// &/summary&&/span&
&span class=&k&&void&/span& &span class=&nf&&CreatMine&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&k&&for&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&j&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span& &span class=&n&&j&/span& &span class=&p&&&&/span& &span class=&m&&10&/span&&span class=&p&&;&/span& &span class=&n&&j&/span&&span class=&p&&++)&/span&
&span class=&p&&{&/span&
&span class=&c1&&//雷个数每次加1;&/span&
&span class=&n&&MineNumber&/span&&span class=&p&&.&/span&&span class=&n&&Num&/span&&span class=&p&&++;&/span&
&span class=&c1&&//随机从0到Point列表长度的数字间任意选中一个数;&/span&
&span class=&kt&&int&/span& &span class=&n&&a&/span& &span class=&p&&=&/span& &span class=&n&&Random&/span&&span class=&p&&.&/span&&span class=&n&&Range&/span&&span class=&p&&(&/span&&span class=&m&&0&/span&&span class=&p&&,&/span& &span class=&n&&point&/span&&span class=&p&&.&/span&&span class=&n&&Count&/span&&span class=&p&&);&/span&
&span class=&c1&&//让panl数组中与该点相同位置的点重新标记为1;&/span&
&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&point&/span&&span class=&p&&[&/span&&span class=&n&&a&/span&&span class=&p&&].&/span&&span class=&n&&PointX&/span&&span class=&p&&,&/span& &span class=&n&&point&/span&&span class=&p&&[&/span&&span class=&n&&a&/span&&span class=&p&&].&/span&&span class=&n&&PointY&/span&&span class=&p&&]&/span& &span class=&p&&=&/span& &span class=&m&&1&/span&&span class=&p&&;&/span&
&span class=&c1&&//从列表中删除该店,保证不会随机到相同点;&/span&
&span class=&n&&point&/span&&span class=&p&&.&/span&&span class=&n&&RemoveAt&/span&&span class=&p&&(&/span&&span class=&n&&a&/span&&span class=&p&&);&/span&
&span class=&p&&}&/span&
&span class=&c1&&//调用MineNumber脚本中的PrintNum函数显示雷的个数;&/span&
&span class=&n&&MineNumber&/span&&span class=&p&&.&/span&&span class=&n&&PrintNum&/span&&span class=&p&&();&/span&
&span class=&p&&}&/span&
&span class=&c1&&/// &summary&&/span&
&span class=&c1&&/// 重来&/span&
&span class=&c1&&/// &/summary&&/span&
&span class=&k&&void&/span& &span class=&nf&&OnClickRelve&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&n&&ItemDictionary&/span&&span class=&p&&.&/span&&span class=&n&&Clear&/span&&span class=&p&&();&/span&
&span class=&c1&&//地雷数归零记时归零&/span&
&span class=&n&&MineNumber&/span&&span class=&p&&.&/span&&span class=&n&&Num&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span&
&span class=&n&&TimeLine&/span&&span class=&p&&.&/span&&span class=&n&&time&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span&
&span class=&c1&&//摧毁Plane下的所有子节点Itme&/span&
&span class=&k&&for&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&i&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span& &span class=&n&&i&/span& &span class=&p&&&&/span& &span class=&n&&Plane&/span&&span class=&p&&.&/span&&span class=&n&&transform&/span&&span class=&p&&.&/span&&span class=&n&&childCount&/span&&span class=&p&&;&/span& &span class=&n&&i&/span&&span class=&p&&++)&/span&
&span class=&p&&{&/span&
&span class=&n&&Destroy&/span&&span class=&p&&(&/span&&span class=&n&&Plane&/span&&span class=&p&&.&/span&&span class=&n&&transform&/span&&span class=&p&&.&/span&&span class=&n&&GetChild&/span&&span class=&p&&(&/span&&span class=&n&&i&/span&&span class=&p&&).&/span&&span class=&n&&gameObject&/span&&span class=&p&&);&/span&
&span class=&p&&}&/span&
&span class=&c1&&//将die 和win界面隐藏&/span&
&span class=&n&&Die&/span&&span class=&p&&.&/span&&span class=&n&&SetActive&/span&&span class=&p&&(&/span&&span class=&k&&false&/span&&span class=&p&&);&/span&
&span class=&n&&Win&/span&&span class=&p&&.&/span&&span class=&n&&SetActive&/span&&span class=&p&&(&/span&&span class=&k&&false&/span&&span class=&p&&);&/span&
&span class=&c1&&//winNum归零&/span&
&span class=&n&&WinNum&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span&
&span class=&n&&Init&/span&&span class=&p&&();&/span&
&span class=&n&&CreatMine&/span&&span class=&p&&();&/span&
&span class=&p&&}&/span&
&span class=&k&&public&/span& &span class=&k&&void&/span& &span class=&nf&&GameWin&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&n&&TimeLine&/span&&span class=&p&&.&/span&&span class=&n&&IsGameOver&/span& &span class=&p&&=&/span& &span class=&k&&true&/span&&span class=&p&&;&/span&
&span class=&n&&Win&/span&&span class=&p&&.&/span&&span class=&n&&SetActive&/span&&span class=&p&&(&/span&&span class=&k&&true&/span&&span class=&p&&);&/span&
&span class=&p&&}&/span&
&span class=&k&&public&/span& &span class=&k&&void&/span& &span class=&nf&&GameOver&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&n&&TimeLine&/span&&span class=&p&&.&/span&&span class=&n&&IsGameOver&/span& &span class=&p&&=&/span& &span class=&k&&true&/span&&span class=&p&&;&/span&
&span class=&n&&Die&/span&&span class=&p&&.&/span&&span class=&n&&SetActive&/span&&span class=&p&&(&/span&&span class=&k&&true&/span&&span class=&p&&);&/span&
&span class=&p&&}&/span&
&span class=&c1&&/// &summary&&/span&
&span class=&c1&&/// 播放Plane下面所有子节点的动画&/span&
&span class=&c1&&/// &/summary&&/span&
&span class=&k&&public&/span& &span class=&k&&void&/span& &span class=&nf&&PlayAnimator&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&k&&for&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&i&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span& &span class=&n&&i&/span& &span class=&p&&&&/span& &span class=&n&&Plane&/span&&span class=&p&&.&/span&&span class=&n&&transform&/span&&span class=&p&&.&/span&&span class=&n&&childCount&/span&&span class=&p&&;&/span& &span class=&n&&i&/span&&span class=&p&&++)&/span&
&span class=&p&&{&/span&
&span class=&n&&Plane&/span&&span class=&p&&.&/span&&span class=&n&&transform&/span&&span class=&p&&.&/span&&span class=&n&&GetChild&/span&&span class=&p&&(&/span&&span class=&n&&i&/span&&span class=&p&&).&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&Item&/span&&span class=&p&&&().&/span&&span class=&n&&ShowImage&/span&&span class=&p&&.&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&GameAnimator&/span&&span class=&p&&&().&/span&&span class=&n&&PlayAnimator&/span&&span class=&p&&();&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&/code&&/pre&&/div&&p&&b&2 :Item&/b&&/p&&p&&b&&i&1.&/i&&/b&对于一个在雷区的点击块它肯定要继承点击事件接口;&/p&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span&&span class=&k&&public&/span& &span class=&k&&class&/span& &span class=&nc&&Item&/span& &span class=&p&&:&/span& &span class=&n&&MonoBehaviour&/span&&span class=&p&&,&/span& &span class=&n&&IPointerDownHandler&/span&
&/code&&/pre&&/div&&p&&b&&i&2.&/i&&/b&让前面板的通过Item拼接显示为全图,这就需要我们在每个Item组件中设置ShowIamge的位置;&/p&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span&&span class=&c1&&/// &summary&&/span&
&span class=&c1&&/// 初始化,显示图片的位置&/span&
&span class=&c1&&/// &/summary&&/span&
&span class=&k&&void&/span& &span class=&nf&&InIt&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&c1&&//相对于初始位置每次向左移动100个像素&/span&
&span class=&k&&for&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&i&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span& &span class=&n&&i&/span& &span class=&p&&&&/span& &span class=&n&&Sizex&/span&&span class=&p&&;&/span& &span class=&n&&i&/span&&span class=&p&&++)&/span&
&span class=&p&&{&/span&
&span class=&n&&ShowImage&/span&&span class=&p&&.&/span&&span class=&n&&position&/span& &span class=&p&&+=&/span& &span class=&k&&new&/span& &span class=&n&&Vector3&/span&&span class=&p&&(-&/span&&span class=&m&&100&/span&&span class=&p&&,&/span& &span class=&m&&0&/span&&span class=&p&&,&/span& &span class=&m&&0&/span&&span class=&p&&);&/span&
&span class=&p&&}&/span&
&span class=&c1&&//相对于初始位置每次向上移动100个像素&/span&
&span class=&k&&for&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&i&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span& &span class=&n&&i&/span& &span class=&p&&&&/span& &span class=&n&&Sizey&/span&&span class=&p&&;&/span& &span class=&n&&i&/span&&span class=&p&&++)&/span&
&span class=&p&&{&/span&
&span class=&n&&ShowImage&/span&&span class=&p&&.&/span&&span class=&n&&position&/span& &span class=&p&&+=&/span& &span class=&k&&new&/span& &span class=&n&&Vector3&/span&&span class=&p&&(&/span&&span class=&m&&0&/span&&span class=&p&&,&/span& &span class=&m&&100&/span&&span class=&p&&,&/span& &span class=&m&&0&/span&&span class=&p&&);&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&/code&&/pre&&/div&&p&&b&&i&3.&/i&&/b&怎么让每个Item知道它周围八个方位的是什么,如果周围有雷存在,有几个(代码太长就不贴了说思路)&/p&&p&1:if (Sizex & 0 && Sizex & 8) &/p&&p&则存在:if (Sizey & 0)或if (Sizey & 8)&/p&&p&2:if(Sizx==0)&/p&&p&则存在:if (Sizey & 0)或if (Sizey & 8)&/p&&p&3:if(Sizx==8)&/p&&p&则存在:if (Sizey & 0)或if (Sizey & 8)&/p&&p&&br&&/p&&p&&b&&i&4.&/i&&/b&点击事件触发&/p&&p&&b&1.&/b&当鼠标左键点击按下时;&/p&&p&
1.被玩家标记为雷或者时排除区域时退出函数;&/p&&p&
2.该点是雷点;&/p&&p&
3.该点是空白点排除它的八个方位的点;&/p&&p&
4.该点是周围有雷的点;&/p&&p&
5.判定是否达到胜利条件;&/p&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span&&span class=&c1&&//如果按下的是鼠标左键&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&Input&/span&&span class=&p&&.&/span&&span class=&n&&GetKeyDown&/span&&span class=&p&&(&/span&&span class=&n&&KeyCode&/span&&span class=&p&&.&/span&&span class=&n&&Mouse0&/span&&span class=&p&&))&/span&
&span class=&p&&{&/span&
&span class=&c1&&//该点被玩家标记为雷或者已经排除,那么retrun&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&IsSign&/span& &span class=&p&&==&/span& &span class=&k&&true&/span& &span class=&p&&||&/span& &span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span&&span class=&p&&]&/span& &span class=&p&&==&/span& &span class=&m&&4&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&k&&return&/span&&span class=&p&&;&/span&
&span class=&p&&}&/span&
&span class=&c1&&//若这点在二维数值中标记是雷&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span&&span class=&p&&]&/span& &span class=&p&&==&/span& &span class=&m&&1&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&c1&&//替换Mask组件的图片精灵&/span&
&span class=&n&&Mask&/span&&span class=&p&&.&/span&&span class=&n&&sprite&/span& &span class=&p&&=&/span& &span class=&n&&mineSprite&/span&&span class=&p&&;&/span&
&span class=&c1&&//将显示图片隐藏,将边框隐藏;&/span&
&span class=&n&&ShowImage&/span&&span class=&p&&.&/span&&span class=&n&&gameObject&/span&&span class=&p&&.&/span&&span class=&n&&SetActive&/span&&span class=&p&&(&/span&&span class=&k&&false&/span&&span class=&p&&);&/span&
&span class=&n&&Frame&/span&&span class=&p&&.&/span&&span class=&n&&gameObject&/span&&span class=&p&&.&/span&&span class=&n&&SetActive&/span&&span class=&p&&(&/span&&span class=&k&&false&/span&&span class=&p&&);&/span&
&span class=&c1&&//调用游戏结束;&/span&
&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&GameOver&/span&&span class=&p&&();&/span&
&span class=&p&&}&/span&
&span class=&c1&&//如果该点是周围一个雷也没有的空白点&/span&
&span class=&k&&else&/span& &span class=&nf&&if&/span& &span class=&p&&(&/span&&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span&&span class=&p&&]&/span& &span class=&p&&==&/span& &span class=&m&&3&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&c1&&//执行清除空白点函数;&/span&
&span class=&n&&ClearNnmTextZero&/span&&span class=&p&&();&/span&
&span class=&c1&&//播放背景动画,和所有Item动画&/span&
&span class=&n&&bgAnimator&/span&&span class=&p&&.&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&GameAnimator&/span&&span class=&p&&&().&/span&&span class=&n&&PlayBgAnimator&/span&&span class=&p&&();&/span&
&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&PlayAnimator&/span&&span class=&p&&();&/span&
&span class=&p&&}&/span&
&span class=&c1&&//如果该点是周围有雷的&/span&
&span class=&k&&else&/span& &span class=&nf&&if&/span& &span class=&p&&(&/span&&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span&&span class=&p&&]&/span& &span class=&p&&==&/span& &span class=&m&&2&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&c1&&//胜利数组加1&/span&
&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&WinNum&/span&&span class=&p&&++;&/span&
&span class=&c1&&//将Mask的图片显示透明度设置为0,完全透明&/span&
&span class=&n&&Mask&/span&&span class=&p&&.&/span&&span class=&n&&color&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&Color&/span&&span class=&p&&(&/span&&span class=&m&&255&/span&&span class=&p&&,&/span& &span class=&m&&255&/span&&span class=&p&&,&/span& &span class=&m&&255&/span&&span class=&p&&,&/span& &span class=&m&&0&/span&&span class=&p&&);&/span&
&span class=&c1&&//将该点在维尔数组中标记为4.表明它是已经排除过的雷区&/span&
&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span&&span class=&p&&]&/span& &span class=&p&&=&/span& &span class=&m&&4&/span&&span class=&p&&;&/span&
&span class=&n&&bgAnimator&/span&&span class=&p&&.&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&GameAnimator&/span&&span class=&p&&&().&/span&&span class=&n&&PlayBgAnimator&/span&&span class=&p&&();&/span&
&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&PlayAnimator&/span&&span class=&p&&();&/span&
&span class=&p&&}&/span&
&span class=&c1&&//如果胜利数字为71就胜利(将所有的没有雷的地方)&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&WinNum&/span& &span class=&p&&==&/span& &span class=&m&&71&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&GameWin&/span&&span class=&p&&();&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&/code&&/pre&&/div&&p&&b&2.&/b&当鼠标右键点击按下时;&/p&&p&
1.若是排除的区域退出函数;&/p&&p&
2.没有被玩家标记过的点;&/p&&p&
3.若是被玩家标记过的点;&/p&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span&&span class=&c1&&//如果按下都是右键&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&Input&/span&&span class=&p&&.&/span&&span class=&n&&GetKeyDown&/span&&span class=&p&&(&/span&&span class=&n&&KeyCode&/span&&span class=&p&&.&/span&&span class=&n&&Mouse1&/span&&span class=&p&&))&/span&
&span class=&p&&{&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span&&span class=&p&&]&/span& &span class=&p&&==&/span& &span class=&m&&4&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&k&&return&/span&&span class=&p&&;&/span&
&span class=&p&&}&/span&
&span class=&c1&&//没有被玩家标记为有雷&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&IsSign&/span& &span class=&p&&==&/span& &span class=&k&&false&/span& &span class=&p&&&&&/span& &span class=&n&&mineNum&/span&&span class=&p&&.&/span&&span class=&n&&Num&/span& &span class=&p&&&&/span& &span class=&m&&0&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&c1&&//将该点panl数组的标记数赋值给temp数组的该点;&/span&
&span class=&n&&temp&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span&&span class=&p&&]&/span& &span class=&p&&=&/span& &span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span&&span class=&p&&];&/span&
&span class=&c1&&//显示标记图片&/span&
&span class=&n&&Sign&/span&&span class=&p&&.&/span&&span class=&n&&SetActive&/span&&span class=&p&&(&/span&&span class=&k&&true&/span&&span class=&p&&);&/span&
&span class=&n&&IsSign&/span& &span class=&p&&=&/span& &span class=&k&&true&/span&&span class=&p&&;&/span&
&span class=&c1&&//将该点排除&/span&
&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span&&span class=&p&&]&/span& &span class=&p&&=&/span& &span class=&m&&5&/span&&span class=&p&&;&/span&
&span class=&c1&&//雷数减一&/span&
&span class=&n&&mineNum&/span&&span class=&p&&.&/span&&span class=&n&&Num&/span&&span class=&p&&--;&/span&
&span class=&c1&&//调用显示雷数的函数&/span&
&span class=&n&&mineNum&/span&&span class=&p&&.&/span&&span class=&n&&PrintNum&/span&&span class=&p&&();&/span&
&span class=&p&&}&/span&
&span class=&k&&else&/span& &span class=&nf&&if&/span& &span class=&p&&(&/span&&span class=&n&&IsSign&/span& &span class=&p&&==&/span& &span class=&k&&true&/span& &span class=&p&&&&&/span& &span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span&&span class=&p&&]&/span& &span class=&p&&==&/span& &span class=&m&&5&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&n&&Sign&/span&&span class=&p&&.&/span&&span class=&n&&SetActive&/span&&span class=&p&&(&/span&&span class=&k&&false&/span&&span class=&p&&);&/span&
&span class=&n&&IsSign&/span& &span class=&p&&=&/span& &span class=&k&&false&/span&&span class=&p&&;&/span&
&span class=&c1&&//将该点temp数组的标记数赋值给数组panl的该点;&/span&
&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span&&span class=&p&&]&/span& &span class=&p&&=&/span& &span class=&n&&temp&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span&&span class=&p&&];&/span&
&span class=&n&&mineNum&/span&&span class=&p&&.&/span&&span class=&n&&Num&/span&&span class=&p&&++;&/span&
&span class=&n&&mineNum&/span&&span class=&p&&.&/span&&span class=&n&&PrintNum&/span&&span class=&p&&();&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&/code&&/pre&&/div&&p&&b&&i&5.&/i&&/b&空白点排除算法:&/p&&p&1.深度排除空白点(如果这八个方位中有点也是空白点,这排除这个点周围八个方向还没有被排除的,如果里面还会有空白点,继续深入排除);&/p&&p&代码太多 :截取主要的点&/p&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span&&span class=&k&&public&/span& &span class=&k&&void&/span& &span class=&nf&&ClearNnmTextZero&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span}

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