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植物大战僵尸即将迎来新玩法,基因编辑,基因编辑和咱们的转基因完全是两码事,转基因是把无用的碎片转换成有用的碎片,而基因编辑则是对植物提供加速效果。获得基因训练则会解锁对应植物的基因技能。非常像我们的植物家族的功能, 消耗基因原制就可以提炼基因序列哦!点击单充或十连进行提炼,将会进入到这个提炼页面,接着我们就获得了基因价值哦! 获得重复的基因训练,将会转化为该植物对应的基因精华。如果对应植物的基因训练已经满级,提炼将获得万能基因币。 那么问题来了,怎么才能获得记忆元志啊?哈哈哈!每位小江江出使都可获得十个记忆元志,记忆元志也可通过双人对决模式段位奖励,获得了 one two three 基因血液解锁 消耗对应植物的基因精华,可以升级该植物的基因序列,提升加成数值。除了提炼形式抽取,也可以前往基因序列商店消耗万能基因币购买,获得基因序列精华哦!万能基因币和基因原件都可通过购买基因礼包获取啊! 首个版本共开放了五种颜色品质的八十款植物记忆效果,白色品质植物二十款、绿色品质植物十八款、蓝色品质植物十六款、紫色品质植物十四款、橙色品质植物十二款。怎么样?你期待这个新功能吗?
今天给大家带来的是编辑器打开判定难度的教程。首先在 steam 里找到并与火之舞右键点击属性,在弹出的窗口左侧找到测试板这一栏,点击一下,在下面这一栏代码中输入 ds no redowt, 点击右侧的检查代码,然后在上方就会出现 l f 版,选择好版本 关闭窗口就会在开始游戏中显示更新游戏,等更新好后点击开始游戏。进游戏后按 es 进 进入设置,点击最右边三个点的图标,可以看到有编辑器难度选择器的选项默认是关闭的,现在我们把它打开,打开后可以按 ese 回到游戏初始画面。接下来进入编辑器,我们可以看到右下方出现判定难度的选择了。好了,祝小伙伴们玩的愉快哦!
呃,上课之前的话呢,我们先演示一下这个我们今天要做的这个用力体的一个关起来的一个编辑器,好吧,来希望刷起来啊,我们一起来看一下整个用力关起来一个编辑器好。 呃,用力体的话呢,它本身的场景编辑啊,包括我们的编辑器呢,功能已经做的非常好了,那我们要做一个关节编辑器呢,其实只需要在这这个记录上来进行一个简单的扩展就可以了。 呃,首先第一个的话呢,我们是要把游戏场景的这个氛围给他烘托出来,因为我们给到策划来编辑咱们的关卡的时候呢,最好是整个的一个关卡的一个氛围呢,你要能够啊,跟我们真实的游戏是一致的,对吧?这样子的话呢,他才会有灵感,所见即所得嘛。好, 那么这里面的话呢,我们会有一个 micamel 主摄像机,会有一个光源,然后呢我们会有一个 skybox, skybox 这里呢是咱们的一个天空河,看到没有?就在这个地方啊,是咱们的一个天空河,然后的话呢这里有一个 water 一个水面啊,那这个 呢是我们污毒游戏的标配啊,大家可以看一下,我不知道大家有没有同学玩过污毒游戏的啊,你可以运行起来看一下,运行起来以后的话呢,你看这个地方就是我们标准的污毒的这样一个水面啊,那这个水面到底是怎么做的对吧?那么以后有时间的话呢,我会给大家详细的讲解好一个水面。 然后呢接下来的话呢,我们在这个地方呢放一些地图的图源给到我们车况来做地图的图源,什么叫地图图源呢?就说你的地图是用哪些这样的快来拼接起来的,我们要直线呢,有转弯呢,对吧?有我们的终点呢这些东西,那这里呢就是我们的一些图源啊,那么这些图源的话呢,就是放着给侧外用的 说。策划要想要在这个地方编辑一个这样的图源的话呢,那么他就只需要来复制这个预制体放到我们的这个关卡里面来就可以了。明白了不?明白了同学,咱们打一啊,这里面的话呢就是我们整个的一个图源,这里的话呢我们会有十个这样的图源, 在这个地方,一二三四五六七八九十啊,这样子的。好,那么接下来这些图片准备好了以后呢策划呢就可以来编辑咱们这个关卡, 编辑关卡的时候呢,我们会有一个关卡的一个根结点啊,我们这里呢叫做 mode, 对吧?好,然后呢你就可以来啊,策划就可以把刚才那个图源拖进来,那我们先来加载一个关卡进来, 我在这里呢写了一个编辑扩展啊,可以把我们的关卡数据呢给他导进来。关卡数据在哪个地方呢?在这里有个 datal data, 这里有个麦步,我们这里有三个关卡,看到没有?麦步一,麦步二,麦步三。好,那么我在这里呢把我们的关卡一的这个数据呢给他倒过来, 你只需要在这里呢输入关卡一,那么在这个下面呢关卡你对应的是哪个迈步的一个文件呢,就在这个地方呢就会给你列出来,列出来以后的话呢,我们就选择导入地图啊,选选好这个 mno 的这个节点啊,选好 mno 的这个节点的话呢,咱们就来选择导入地图。 好,那么这个时候呢,你在屏幕当中看到没有,你就能够看到咱们这个地图呢,就在这个地方了。好,看到这一点,同学请给老师打个一,好不好?你这样子的话呢,我们观察一的这个地图呢,我们就已经编辑好了,哎,就从这个里面导出来的, 导出来以后的话呢,假设你要来修改它,好吧,我们来修改一个试试看,比方说我们就打开这个,打开这个东西,打开这个东西的话呢,比方说我想把这个地方稍微修改一下,呃,怎么修改呢?我想在这个地方加一个桥墩,好吧,加一个这种这个桥墩好不好?幺幺二的这样一个桥墩啊,幺幺 幺幺五幺幺六幺幺七幺幺八幺幺 幺幺。好, 我就加一个这样的桥墩,好吧,那么加个这样的桥墩的话呢?我科比一下,好,那么车况就会开始来编辑了,对不对?科比一下以后的话呢,我们在这个地方 粘贴一下。好,那么粘贴完了以后呢,这个就是我们的这个桥墩。好,我把它呢就放到这个地方来,看到没有放到这个地方来,好, 这里面的话呢就是我们的第一关,假设我修改了这个编辑器啊,我又把它放到这里来了,好吧,这里我加了一个这样的桥墩,好, 加了个这样的桥墩的话呢,我就可以把这个桥墩呢给他保存一下啊,保存到咱们的这个地图里面来。怎么保存呢?哎,那我就可以来导出导出到我们的地图文件里面来,我们假设把它保存到关卡一,然后呢我们就生存一下, 好,那么这个时候呢,我们生成的就已经成功了,提示我们在这里,对吧?好,那么我们清理一下,好吧,清理一下,清理,怎么清理呢?在这个地方我们有一个编辑扩展,我把这个地图清理一下,好,清理一下,完了以后的话呢,我再把整个的这个地图呢,把第一关的地图再找进来,看到没有?这个时候你看我们刚才 编辑的这个地图是不是就进来了,看到的同学,咱们来一朵鲜花好不好?哎,我们编辑的这个地图呢,咱们就进来了, 今天晚上的话呢,我将带着大家来啊,使用这个 unit 来做这个编辑器的扩展,把这一套工具呢给到大家详细的讲解一遍,同时呢让你了解一个关节编辑器我们到底是如何做的,同时让 你能够掌握咱们编辑扩展来做工具,给策划来使用好不好?来想学的同学呢,咱们来一朵鲜花,需要咱们本这个素材圆满的同学呢,可以加到咱们的班主任老师啊,在我们的公屏上面。
不要追我,上次我们制作了放置向日葵自动攻击小僵尸的功能,这次我们把这个地图增加难度,让小僵尸可以自动追踪主角。 设置向日葵汉,小僵尸碰到的时候互相掉一血,主角被抓到就会挂小僵尸五滴血,向日葵三滴血,击退二十个小僵尸就能通关,一分钟就能学会。 先设置好存在怪物数量零的怪物们, 然后放一个牌子,主角碰到时候把门封上,再把四个怪物们同时生成怪,数量 设置为一个,后面几个怪物们操作一样,然后给小僵尸添加生成时的脚本, 按照脚本写好,等待时间控制小僵尸的速度可以自己调整, 最后在小僵尸死掉的时候添加脚本。 好啦,一个放置塔防看怪物自动追踪主角的地图就做完啦! 学会了吗?别忘记三连哦!关注我,分享给你更多好玩的内容!
greetings and welcome back in this video we're going to start taking a look at how to work with actors or objects that can be placed into your levels and to show this off to best effect we're going to create a new map, so let's jump under file and new level click on default and here we go so this is essentially just a concrete slab with a player start actor already in the middle of it, i'm going to select that player start and hit delete to remove that and then we can start adding new objects into this level, so that we can see how to place objects into our scene now starting up here in the upper left with the modes tab you'll see that we are currently in placement mode so you can access that by clicking on its icon or hitting a shift one if you i really need to, but the purpose of this mode is to allow us to drag certain things directly into our scene for example we have things like bspgometry so i could take a cylinder and drag it in and that's visible but our camera was right in the middle of it, so i can navigate out and you can see that that's pretty big and we don't need it we can do that with all kinds of things so we could bring in a box which would be just kind of like a bigger concrete slab so we'll go ahead and delete that moving down from here though we have more useful things at least for our purposes we have things like lights so we can select a light and let's just grab a point light and we'll drag that in like so, and i'll go ahead and move that up now if you don't see your move tool, which i'm going to talk more about actually moving objects in a future video make sure you tap either the w key or click on this little select and translate objects buttons the move tool button right here in your viewport, so make sure you have that selected and then you can move stuff around just like i'm doing here so i just grabbed that point, light and i dragged and dropped it in so that's kind of an example of bringing actors into your scene from the placement tab now a more common thing you'll probably be doing probably quite a bit in your levels is using the content browser to bring in various assets, so for example here inside the content browser i have several different folders again because i brought in that starter content early on when i made my my initial project, so you can see i've got the static mesh matte preview mesh i can just drag that in and there you go and you'll see that it tries to automatically place on floor, which is very very handy, so if we remove that i could bring in like a table like, so we can navigate right up to that we can take a look and see that probably a chair in here as well, we can bring in a chair and we'll just try to position that so it's nicely oriented with the table and there you go so placing objects is very quick now you can also right click and you can place the last selected item as well, as well as some other objects as well so here inside the context menu you'll see here's a static mesh chair, so if i fly over here to this corner right click and choose place actor chair it just drops one in or we can fly over here and we can go back to place actor and you can see there's the table that i added a moment ago so we could add that so you can use that right mouse button to speed up placement and if you know you're gonna need to place several copies of an object at once, right, click, place again etc so that is a really quick rundown of just placing objects now i know that this is generally a very simple concept, so this is gonna be a really short video, so that will actually wrap things up for like i guess there's one more thing i can show kind of off the off the cuff if you take a look here inside the placement tab there is an all classes list this allows you to place other assets into your scene that you may need things like a trigger volume in this case we have a box trigger we could bring in so if you needed to turn a light on when you walked into an area you can specify the size of that area with one of these, so these are kind of like just randomly useful things that you will need as you build your games and your environment so keep the all classes panel in mind alternatively you can go under window and you can open up the class viewer and everything that you see listed in blue can be placed in your level now this is kind of a more technical way to approach what's already available here inside the placement mode but i just wanted to mention that that was there in case you wanted to kind of explore just a little bit deeper so that's a look at adding actors into your level now as the videos move forward we'll take a look at the other types of things you can do like move rotate scale duplicate that sort of thing, but that will wrap things up for this video thanks a lot。
滑梯的天空看我来了 不久就要解除保护了。要点一,装饰是非必须要点二,实验室还用不上。要点单,炸弹,炸弹随意, 唯一的意思是看情况看智商看聪明。要点四,加强防御。主要是现在的这四个东西。要点五,合理使用电子 呀啊,要好好几点报纸实际上更没事,让你手动又带闷了。