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[DesireCourse.Net] Udemy - RPG Core Combat Creator Learn Intermediate Unity C# Coding

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种子名称: [DesireCourse.Net] Udemy - RPG Core Combat Creator Learn Intermediate Unity C# Coding
文件类型: 视频
文件数目: 184个文件
文件大小: 17.16 GB
收录时间: 2020-6-12 13:16
已经下载: 3
资源热度: 388
最近下载: 2024-12-24 18:56

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[DesireCourse.Net] Udemy - RPG Core Combat Creator Learn Intermediate Unity C# Coding.torrent
  • 1. Introduction & Setup/1. Welcome To The Course.mp467.84MB
  • 1. Introduction & Setup/3. Install Unity 2018.3.mp461.42MB
  • 1. Introduction & Setup/4. Install Visual Studio Code.mp450.47MB
  • 1. Introduction & Setup/6. Quick Game Design Overview.mp452.08MB
  • 1. Introduction & Setup/7. Architectural Overview.mp484.45MB
  • 1. Introduction & Setup/8. Community & Support.mp493.47MB
  • 10. Simple Weapons/1. Section Overview Simple Weapons.mp420.35MB
  • 10. Simple Weapons/10. Shoot Projectiles.mp4129.76MB
  • 10. Simple Weapons/11. Damage From Projectiles.mp4122.31MB
  • 10. Simple Weapons/12. Trails & Prefab Variants.mp4179.06MB
  • 10. Simple Weapons/14. Destroy Old Weapon.mp4113.54MB
  • 10. Simple Weapons/15. Improve Projectile Behaviour.mp4158.02MB
  • 10. Simple Weapons/16. Fireball Weapon & Pickup.mp477.62MB
  • 10. Simple Weapons/17. Fireball Particle System.mp4112.91MB
  • 10. Simple Weapons/18. Projectile Impact Effect.mp474.99MB
  • 10. Simple Weapons/2. Equip A Weapon.mp4149.3MB
  • 10. Simple Weapons/20. Destroy The Unwanted.mp4180.63MB
  • 10. Simple Weapons/21. Resetting The Default Animator.mp467.24MB
  • 10. Simple Weapons/22. Dynamic Resource Loading.mp492.91MB
  • 10. Simple Weapons/23. Saving Weapon Choice.mp457.69MB
  • 10. Simple Weapons/24. Pickup Respawning.mp461.22MB
  • 10. Simple Weapons/3. Animator Override Controller.mp477.4MB
  • 10. Simple Weapons/4. Creating Scriptable Objects.mp476.55MB
  • 10. Simple Weapons/5. Unarmed As A Weapon.mp496.14MB
  • 10. Simple Weapons/6. Basic Weapon Pickup.mp4131.41MB
  • 10. Simple Weapons/8. Left Handed Weapons.mp4158.86MB
  • 10. Simple Weapons/9. Make A Weapon Projectile.mp4135.77MB
  • 11. Character Stats/1. Progression Design.mp467.53MB
  • 11. Character Stats/10. Saving Experience Points.mp428.66MB
  • 11. Character Stats/11. Displaying Experience.mp445.02MB
  • 11. Character Stats/12. Performant Lookups With Dictionaries.mp497.21MB
  • 11. Character Stats/13. Levelling Up.mp4129.21MB
  • 11. Character Stats/14. Displaying The Level.mp427.86MB
  • 11. Character Stats/15. Squashing Health Bugs.mp479.7MB
  • 11. Character Stats/16. Events And Delegates.mp4116.69MB
  • 11. Character Stats/17. Delegates And Actions For Leveling Up.mp472.54MB
  • 11. Character Stats/18. Saving Race Conditions.mp456.73MB
  • 11. Character Stats/19. Level Up Events And Particle Effects.mp4105.94MB
  • 11. Character Stats/2. Progression Scriptable Object.mp478.13MB
  • 11. Character Stats/20. Damage Progression.mp4106.08MB
  • 11. Character Stats/22. Extensible Modifier System.mp499.69MB
  • 11. Character Stats/23. Percentage Modifiers.mp4117.55MB
  • 11. Character Stats/24. Data Hazards And Race Conditions.mp464.58MB
  • 11. Character Stats/25. Hunting Down Race Conditions.mp481.38MB
  • 11. Character Stats/26. Awake vs Start.mp4106.72MB
  • 11. Character Stats/27. Lazy Initialisation.mp4114.58MB
  • 11. Character Stats/28. Progression Stats Spreadsheet.mp4211.33MB
  • 11. Character Stats/3. Looking Up The Health Stat.mp4114.73MB
  • 11. Character Stats/4. Debug Health Display.mp487.51MB
  • 11. Character Stats/5. Enemy Health Display.mp459.58MB
  • 11. Character Stats/6. Awarding Experience Points.mp496.15MB
  • 11. Character Stats/7. Editing Scriptable Object Files.mp498.38MB
  • 11. Character Stats/9. Finding A Stat By Enum.mp479.3MB
  • 12. Final Polish/1. Configurable Cursors.mp4120.38MB
  • 12. Final Polish/10. Text Fading Animation.mp446.87MB
  • 12. Final Polish/11. Spawning Damage Text.mp453.6MB
  • 12. Final Polish/12. Using Unity Events.mp492.89MB
  • 12. Final Polish/13. Updating The Damage Text Value.mp445.52MB
  • 12. Final Polish/14. Unity Events With Parameters.mp472.72MB
  • 12. Final Polish/15. Health Bar UI.mp483.56MB
  • 12. Final Polish/16. Updating The Health Bar Scale.mp460.25MB
  • 12. Final Polish/17. Disabling Empty Health Bars.mp459.37MB
  • 12. Final Polish/19. Fixing The Fader.mp495.96MB
  • 12. Final Polish/2. Cursors And UI.mp498.25MB
  • 12. Final Polish/20. Coroutine Race Conditions.mp4114.69MB
  • 12. Final Polish/21. Camera Facing LateUpdate Fix.mp418.91MB
  • 12. Final Polish/22. Sound Effects And UnityEvents.mp4131.16MB
  • 12. Final Polish/24. Weapon Prefab Refactor.mp472.1MB
  • 12. Final Polish/25. Fighter To Weapon Communication.mp489.41MB
  • 12. Final Polish/26. Boom Microphone Audio Listener.mp494.8MB
  • 12. Final Polish/27. Health Pickup Hack.mp493.32MB
  • 12. Final Polish/28. Visual Polish Audit.mp494.19MB
  • 12. Final Polish/29. Visual Polish Part 1.mp4136.74MB
  • 12. Final Polish/3. Generic Raycastable Components.mp4120.51MB
  • 12. Final Polish/30. Visual Polish - Macro Details.mp4204.73MB
  • 12. Final Polish/31. Visual Polish - Micro Details.mp4221.23MB
  • 12. Final Polish/33. Combat Moment Fine Tuning.mp4121.15MB
  • 12. Final Polish/34. Bug Attacking Distant Enemies.mp472.78MB
  • 12. Final Polish/35. Enemy AI Agro.mp470.9MB
  • 12. Final Polish/36. Enemy Mob Mechanics.mp4103.89MB
  • 12. Final Polish/37. Bug Shooting Over Water.mp437.93MB
  • 12. Final Polish/38. You've Finished The Course!.mp433.18MB
  • 12. Final Polish/4. Cursor Type With IRaycastable.mp465MB
  • 12. Final Polish/5. Raycast Sorting.mp490.38MB
  • 12. Final Polish/6. Raycasting To A NavMesh.mp4166.83MB
  • 12. Final Polish/7. Calculating A NavMesh Path.mp4163.56MB
  • 12. Final Polish/9. In Game UI.mp478.18MB
  • 2. Basic Movement/1. Section Overview - Basic Movement.mp417.83MB
  • 2. Basic Movement/10. Match Animation To Movement.mp4183.77MB
  • 2. Basic Movement/11. Basic Movement Tweaks.mp484.95MB
  • 2. Basic Movement/12. Project Folder Structure.mp4101.54MB
  • 2. Basic Movement/2. Create A Simple Sandbox.mp4196.63MB
  • 2. Basic Movement/3. Move Using Nav Mesh Agent.mp4109.76MB
  • 2. Basic Movement/4. Refining Your Nav Mesh.mp4184.11MB
  • 2. Basic Movement/5. Introduction To Raycasting.mp487.87MB
  • 2. Basic Movement/6. Implement Click-To-Move.mp488.86MB
  • 2. Basic Movement/8. Create A Fixed Follow Camera.mp498.38MB
  • 2. Basic Movement/9. Animation Blend Trees.mp4167.28MB
  • 3. High Level Game Design/1. Section Intro - High Level Design.mp425.16MB
  • 3. High Level Game Design/2. 1.5 Page Game Design Document.mp4113.88MB
  • 3. High Level Game Design/3. The Player Experience.mp4111.86MB
  • 3. High Level Game Design/4. First Draft Of Your GDD.mp481.38MB
  • 4. Basic Combat/1. Section Overview - Basic Combat.mp418.99MB
  • 4. Basic Combat/10. Dependency Inversion With Interfaces.mp491.01MB
  • 4. Basic Combat/11. Add Attack Animation.mp460.11MB
  • 4. Basic Combat/12. Trigger Animation In Code.mp474.99MB
  • 4. Basic Combat/13. Throttling Our Attacks.mp460MB
  • 4. Basic Combat/14. Taking Damage.mp466.18MB
  • 4. Basic Combat/15. Nested Prefabs And Variants.mp498.82MB
  • 4. Basic Combat/16. Using Prefab Variants.mp4121.57MB
  • 4. Basic Combat/18. Any State Animations.mp446.32MB
  • 4. Basic Combat/19. Trigger Death Animation.mp449.95MB
  • 4. Basic Combat/2. Separating The Control Layer.mp495.39MB
  • 4. Basic Combat/20. Stop Attacking Already.mp4114.29MB
  • 4. Basic Combat/21. Look Them In The Eyes.mp490.8MB
  • 4. Basic Combat/22. Ignore Dead Enemies.mp469.82MB
  • 4. Basic Combat/23. Bugs What Bugs.mp4142.71MB
  • 4. Basic Combat/3. Namespaces To See Dependencies.mp492.96MB
  • 4. Basic Combat/4. Raycasting For Components.mp4109.65MB
  • 4. Basic Combat/5. Implementing Action Priority.mp483.13MB
  • 4. Basic Combat/6. Move Within Range.mp473.5MB
  • 4. Basic Combat/7. Cancelling Combat With Movement.mp492.29MB
  • 4. Basic Combat/9. Decoupling Dependency Cycles.mp487.75MB
  • 5. Enemy AI/1. Section Overview - Enemy AI.mp440.84MB
  • 5. Enemy AI/10. Waypoint Loops.mp465.03MB
  • 5. Enemy AI/11. Patrolling Behaviour.mp4100.27MB
  • 5. Enemy AI/12. Dwelling At Waypoints.mp492.28MB
  • 5. Enemy AI/2. Calculating AI Chase Distance.mp485.32MB
  • 5. Enemy AI/3. Swappable Control Systems.mp495.52MB
  • 5. Enemy AI/4. Disable Control When Dead.mp4115.1MB
  • 5. Enemy AI/5. Visualising With Gizmos.mp475.47MB
  • 5. Enemy AI/6. AI Guarding Behaviour.mp451.06MB
  • 5. Enemy AI/8. That's Some Suspicious Behaviour.mp486.5MB
  • 5. Enemy AI/9. Visualising Waypoints.mp486.47MB
  • 6. First Moment/1. Section Overview - First Moment.mp422.92MB
  • 6. First Moment/10. Make Cinematic Sequence.mp4244.73MB
  • 6. First Moment/11. Trigger Cinemachine Cut Scene.mp4130.39MB
  • 6. First Moment/12. The Observer Pattern In C#.mp4107.69MB
  • 6. First Moment/13. Player Input In Cutscenes.mp485.34MB
  • 6. First Moment/2. Design A Moment.mp468.78MB
  • 6. First Moment/3. Sketch Your Moment.mp467.74MB
  • 6. First Moment/4. Tips To Improve Workflow.mp4153.92MB
  • 6. First Moment/5. Craft The Environment.mp4200.17MB
  • 6. First Moment/6. Hits-To-Kill Design Metric.mp4122.74MB
  • 6. First Moment/8. Tweak Enemy Patrol.mp4159.18MB
  • 6. First Moment/9. Cinemachine Follow Camera.mp4141.98MB
  • 7. Scene Management/1. Section Overview - Scene Management.mp429.5MB
  • 7. Scene Management/10. Nested Coroutines For Fading.mp497.85MB
  • 7. Scene Management/11. Avoiding The Singleton Pattern.mp4143.15MB
  • 7. Scene Management/2. Make A Second Scene.mp4139.51MB
  • 7. Scene Management/3. Scene Loading Portals.mp465.89MB
  • 7. Scene Management/4. How Coroutines Work.mp4192.97MB
  • 7. Scene Management/5. Wait For Scene To Load.mp457.17MB
  • 7. Scene Management/6. Player Spawn Point.mp496.79MB
  • 7. Scene Management/7. Cross Scene References.mp495.77MB
  • 7. Scene Management/8. Canvas Groups For Fading.mp429.96MB
  • 8. Saving Asset Pack/1. Section Overview Saving Asset Pack.mp447.67MB
  • 8. Saving Asset Pack/2. The Saving System Overview.mp459.24MB
  • 8. Saving Asset Pack/3. Triggering Saving And Loading.mp457.36MB
  • 8. Saving Asset Pack/4. Saveable Components And GameObjects.mp499.82MB
  • 8. Saving Asset Pack/5. Challenge Saveable Health.mp467.6MB
  • 8. Saving Asset Pack/6. Checkpoints Between Scenes.mp4130.61MB
  • 8. Saving Asset Pack/7. Loading The Saved Scene.mp478.6MB
  • 8. Saving Asset Pack/9. BONUS Capturing Multiple Parameters.mp455.98MB
  • 9. Saving System/1. Section Overview Saving System.mp442.9MB
  • 9. Saving System/10. Saveable Entities.mp4129.25MB
  • 9. Saving System/11. Generating UUIDs In C#.mp4108.4MB
  • 9. Saving System/12. Editing SerializedFields.mp4126.27MB
  • 9. Saving System/13. Serializing With SaveableEntities.mp497.58MB
  • 9. Saving System/14. Saving Multiple Scenes - Part 1.mp498.4MB
  • 9. Saving System/15. Saving Multiple Scenes - Part 2.mp485.16MB
  • 9. Saving System/16. Checkpoints Between Scenes.mp495.05MB
  • 9. Saving System/17. ISaveable Components.mp4145.7MB
  • 9. Saving System/19. Deduplicating UUIDs.mp4132.5MB
  • 9. Saving System/2. Save System Design.mp444MB
  • 9. Saving System/20. Restoring Health.mp470.47MB
  • 9. Saving System/21. Reloading The Last Scene.mp4139.16MB
  • 9. Saving System/22. Fading Before Scene Load.mp483.97MB
  • 9. Saving System/3. Overview Of Binary Serialization.mp4133.39MB
  • 9. Saving System/4. File Paths In C#.mp449.09MB
  • 9. Saving System/5. Understanding Unicode.mp4107.37MB
  • 9. Saving System/6. Filestream Read And Write In C#.mp473.63MB
  • 9. Saving System/7. Converting To Binary In C#.mp486.68MB
  • 9. Saving System/9. BinaryFormatter For Serialization.mp4137.92MB