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Unity3D ACT动作游戏《武士2》已完结
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Select activity Unity3D ACT动作游戏《武士2》项目资源
Unity3D ACT动作游戏《武士2》项目资源
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课程章节
Select activity 课时 1 : 课程效果
课时 1 : 课程效果
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Select activity 课时 2 : 课程介绍
课时 2 : 课程介绍
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Select activity 课时 3 : GOAP介绍
课时 3 : GOAP介绍
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Select activity 课时 4 : GOAPdemo分析
课时 4 : GOAPdemo分析
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Select activity 课时 5 : GOAPAction实现分析
课时 5 : GOAPAction实现分析
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Select activity 课时 6 : GOAP 代理实现分析
课时 6 : GOAP 代理实现分析
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Select activity 课时 7 : 代理的FSM实现
课时 7 : 代理的FSM实现
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Select activity 课时 8 : Goap规划器实现
课时 8 : Goap规划器实现
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Select activity 课时 9 : 矿工实现分析
课时 9 : 矿工实现分析
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Select activity 课时 10 : GoapDemo分析结束
课时 10 : GoapDemo分析结束
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Select activity 课时 11 : 框架分析和计划
课时 11 : 框架分析和计划
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Select activity 课时 12 : FSM之State
课时 12 : FSM之State
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Select activity 课时 13 : FSM和AgentActon
课时 13 : FSM和AgentActon
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Select activity 课时 14 : FSM之AnimStateIdle
课时 14 : FSM之AnimStateIdle
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Select activity 课时 15 : AgentAction缓存
课时 15 : AgentAction缓存
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Select activity 课时 16 : FSM的简单补充说明
课时 16 : FSM的简单补充说明
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Select activity 课时 17 : AnimSet和Idle完善
课时 17 : AnimSet和Idle完善
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Select activity 课时 18 : BlackBoard和AnimComponent
课时 18 : BlackBoard和AnimComponent
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Select activity 课时 19 : IActionHandle相关实现
课时 19 : IActionHandle相关实现
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Select activity 课时 20 : ComponentPlayer实现
课时 20 : ComponentPlayer实现
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Select activity 课时 21 : Agent实现
课时 21 : Agent实现
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Select activity 课时 22 : FSM运行效果演示
课时 22 : FSM运行效果演示
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Select activity 课时 23 : 移动状态添加1
课时 23 : 移动状态添加1
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Select activity 课时 24 : 移动状态添加2
课时 24 : 移动状态添加2
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Select activity 课时 25 : 移动状态完善
课时 25 : 移动状态完善
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Select activity 课时 26 : 攻击状态添加1
课时 26 : 攻击状态添加1
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Select activity 课时 27 : 攻击状态添加2
课时 27 : 攻击状态添加2
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Select activity 课时 28 : 攻击状态添加3
课时 28 : 攻击状态添加3
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Select activity 课时 29 : 攻击状态添加4
课时 29 : 攻击状态添加4
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Select activity 课时 30 : 攻击状态添加5
课时 30 : 攻击状态添加5
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Select activity 课时 31 : 攻击状态添加6
课时 31 : 攻击状态添加6
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Select activity 课时 32 : 2016年课程总结和安排
课时 32 : 2016年课程总结和安排
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Select activity 课时 33 : 角色思维导图和Goap引入
课时 33 : 角色思维导图和Goap引入
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Select activity 课时 34 : GOAP应用1
课时 34 : GOAP应用1
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Select activity 课时 35 : GOAP应用2
课时 35 : GOAP应用2
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Select activity 课时 36 : GOAP应用3
课时 36 : GOAP应用3
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Select activity 课时 37 : Goap应用终1
课时 37 : Goap应用终1
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Select activity 课时 38 : Goap应用终2
课时 38 : Goap应用终2
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Select activity 课时 39 : A星实现01
课时 39 : A星实现01
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Select activity 课时 40 : A星实现02
课时 40 : A星实现02
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Select activity 课时 41 : Astart和Goap的关系
课时 41 : Astart和Goap的关系
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Select activity 课时 42 : 相机控制01
课时 42 : 相机控制01
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Select activity 课时 43 : 相机控制02
课时 43 : 相机控制02
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Select activity 课时 44 : 怪物出生01
课时 44 : 怪物出生01
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Select activity 课时 45 : 怪物出生02
课时 45 : 怪物出生02
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Select activity 课时 46 : 怪物出生03
课时 46 : 怪物出生03
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Select activity 课时 47 : 怪物出生04
课时 47 : 怪物出生04
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Select activity 课时 48 : 关卡控制01
课时 48 : 关卡控制01
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Select activity 课时 49 : 关卡控制02
课时 49 : 关卡控制02
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Select activity 课时 50 : 副本资源导入
课时 50 : 副本资源导入
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Select activity 课时 51 : 可破坏的对象
课时 51 : 可破坏的对象
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Select activity 课时 52 : GameZone基类实现
课时 52 : GameZone基类实现
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Select activity 课时 53 : 关卡中的其他交互对象
课时 53 : 关卡中的其他交互对象
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Select activity 课时 54 : 关卡战斗进程及重置
课时 54 : 关卡战斗进程及重置
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Select activity 课时 55 : 怪物缓存01
课时 55 : 怪物缓存01
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Select activity 课时 56 : 怪物缓存02
课时 56 : 怪物缓存02
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Select activity 课时 57 : 缓存和场景资源遮挡剔除功能
课时 57 : 缓存和场景资源遮挡剔除功能
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Select activity 课时 58 : 副本管理角色资源
课时 58 : 副本管理角色资源
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Select activity 课时 59 : 怪物的获取和放回
课时 59 : 怪物的获取和放回
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Select activity 课时 60 : 使用缓存出怪和角色功能
课时 60 : 使用缓存出怪和角色功能
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Select activity 课时 61 : 角色的渐隐和渐显
课时 61 : 角色的渐隐和渐显
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Select activity 课时 62 : 声音播放功能
课时 62 : 声音播放功能
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Select activity 课时 63 : Agent中的一些变量及声音组件
课时 63 : Agent中的一些变量及声音组件
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Select activity 课时 64 : 游戏全局类和角色受击
课时 64 : 游戏全局类和角色受击
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Select activity 课时 65 : BlackBoard上一些变量添加
课时 65 : BlackBoard上一些变量添加
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Select activity 课时 66 : 普通受击功能
课时 66 : 普通受击功能
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Select activity 课时 67 : 攻击部分添加01
课时 67 : 攻击部分添加01
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Select activity 课时 68 : 攻击部分添加02
课时 68 : 攻击部分添加02
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Select activity 课时 69 : 战斗部分引入(却技能数据)
课时 69 : 战斗部分引入(却技能数据)
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Select activity 课时 70 : 技能数据和游戏音效
课时 70 : 技能数据和游戏音效
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Select activity 课时 71 : 受击方法补全
课时 71 : 受击方法补全
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Select activity 课时 72 : 结束其实是一个新的开始
课时 72 : 结束其实是一个新的开始
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Select activity 课时 73 : SpriteManager(补)
课时 73 : SpriteManager(补)
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