真Unity3d_梦幻西游无双的引擎是?

不好意思真不是Unity3d

实在是不错的说,就是不知道3D引擎是否网易自己的引擎

看下面的这么一段日志,就知道UI肯定是cocos2dx做的,原来cocos2dx还没死呀

[19:53:58.751] M [COCOSUI] NewType detour.scene_detour: 0xc9945340
[19:53:58.753] M [COCOSUI] NewType collision.scene_col: 0xe32bd860
[19:53:58.753] M [COCOSUI] NewType collision.col_object: 0xe32bd780
[19:53:58.753] M [COCOSUI] NewType collision.vehicle: 0xc9945500
[19:53:58.800] M   <SCRIPT> begin game_entry.start_game
[19:53:58.835] M [COCOSUI] -----Load output\examples_new.fev succeed!
[19:53:58.850] M   <SCRIPT> <helper.I18nHelper.I18nHelper object at 0xc22ba670> <ui.I18nHelperUI.I18nHelperUI object at 0xc22ba830>
[19:53:58.850] M   <SCRIPT> h2.logger=<logging.Logger object at 0xc22ba030>
[19:54:02.839] M   <SCRIPT> {"display_version": "1.3.6.2491.cocos", "files": {"script.npk": [7579892, "74ca0768d63d42227bb8e79f4cf3ea11"], "res/output/output_player12.fsb": [912512, "5e12f1e339a9a355361845f592182e8e"], "res/output/output_shouji.fsb": [54336, "c56b78c4abf615290152c2b433077a91"], "res.npk": [77129324, "739a452ae505171442430721ed2f0cb2"], "res/output/vo_chat.fsb": [217952, "055f390f53a4bc649fba02f5f2e86282"], "res/output/vo_zhaohuanshou.fsb": [395520, "f74c497a17d7398ce16fa637a85bbe49"], "res/output/vo.fsb": [1087392, "70d239d4fb7c23fe479cbe93cf62d455"], "res/output/output_16player_home.fsb": [507296, "7c75135163db5da509b0fda72b5a1c9e"], "res/output/zuoqi.fsb": [688224, "f3dafd2aa68f1ec3e2fc86b9da3b0dc6"], "res/output/examples_new.fev": [120528, "6a4cbecf216778fbc9d4ab310f6ee809"], "res/output/amb.fsb": [311840, "33a07f543de1d048cdfa33fd03109081"]}, "review_engine_ver": ["1.1.1.11111", "1.2.8.104210", "1.3.3.124780", "1.3.7.140740"], "need_engine_ver": ["1.3.3.100000", "wandoujia-1.3.3.100000-6.0.6"], "npk_version": "mhws_patchlist_cocos_android", "ignore_engine_ver": ["1.1.1.11111", "1.3.0.117192", "1.3.3.124780", "1.3.7.140740"], "res_rev": "293137", "script_rev": "293137", "engine_ver": "1.3.6.132663", "res_ver": "1.3.6.2491"}
[19:54:02.841] M   <SCRIPT> set dump version: 1.3.6(1.3.6.2491)
[19:54:02.845] M   <SCRIPT> Set model=generic_a15 to render_lv=0

其实网易的引擎应该早做到接各种其他框架了,别看网易财报那么惨,好像只是换换皮没什么,换皮快也是技能一种不是么,以网易的人才,外接一个cocos2dx做UI并不是什么稀奇的事情

所以说,天下武功,唯快不破,并没有什么一成不变的道理,也没有挖掘机这家比那家强的.

回合制自己写的 战斗DEMO 加动画状态 Q键移动并攻击。 代码很简单。不要抱有太大希望 。作为新手学习使用。 public enum HeroStatus { idle = 0, //空闲 attack, //攻击 other, //其他 hit, //受击 die, //死亡 defense, //防御 cast, //施法 miss, //闪避 seriousInjury, //重伤 move, //移动 exit, //获取下一个状态 MAX, } public class hero : MonoBehaviour { public UISpriteAnimation m_spriteAnimation = null; public HeroStatus m_staus = HeroStatus.exit; //身体碰撞盒 public BoxCollider m_bodyBC = null; public string m_name = ""; public AttackCrash m_attackCrash = null; public byte m_posIndex = 0; void Awake() { m_spriteAnimation = transform.GetComponent(); m_bodyBC = transform.GetComponent(); } // Use this for initialization void Start () { m_spriteAnimation.AddFrameCallBack("attack", 1, AttackCallBack); m_spriteAnimation.AddFrameCallBack("attack", 4, AttackCallBack); m_spriteAnimation.AddFrameCallBack("attack", 7, AttackCallBack); } public float m_speed = 1f; public float m_offset = 0.5f; public Vector3 m_destination = Vector3.zero; public List m_actionList = new List(); // Update is called once per frame void Update () { switch (m_staus) { case HeroStatus.idle: //空闲状态 if (m_actionList.Count > 0) m_staus = HeroStatus.exit; break; case HeroStatus.attack: if (!m_spriteAnimation.isPlaying) { //攻击动画播放完毕 m_staus = HeroStatus.exit; } break; case HeroStatus.defense: transform.position = Vector3.MoveTowards(transform.position, m_destination, m_speed * Time.deltaTime); if (transform.position == m_destination) m_staus = HeroStatus.exit; break; case HeroStatus.hit: transform.position = Vector3.MoveTowards(transform.position, m_destination, m_speed * Time.deltaTime); if (transform.position == m_destination) m_staus = HeroStatus.exit; break; case HeroStatus.die: break; case HeroStatus.cast: break; case HeroStatus.miss: break; case HeroStatus.seriousInjury: break; case HeroStatus.move: transform.position = Vector3.MoveTowards(transform.position, m_destination, m_speed * Time.deltaTime); if (transform.position == m_destination) m_staus = HeroStatus.exit; break; case HeroStatus.exit: //获取下一个状态 if (m_actionList.Count > 0) { string str = "idle"; switch(m_actionList[0].status) { case HeroStatus.move: str = "idle"; break; default: str = Enum.GetName(typeof(HeroStatus), m_actionList[0].status); break; } m_spriteAnimation.namePrefix = str; m_spriteAnimation.loop = m_actionList[0].loop; m_destination = m_actionList[0].destinationMove; m_speed = m_actionList[0].speed; m_spriteAnimation.ResetToBeginning(); m_staus = m_actionList[0].status; m_actionList.RemoveAt(0); } else { m_spriteAnimation.namePrefix = Enum.GetName(typeof(HeroStatus), HeroStatus.idle); m_spriteAnimation.loop = true; m_spriteAnimation.ResetToBeginning(); m_staus = HeroStatus.idle; } break; // case HeroStatus.moveback: // //transform.position = Vector3.SmoothDamp(transform.position, destinationMove, ref cameraVelocity, smoothTime); // transform.position = Vector3.MoveTowards(transform.position, destinationMove, m_speed * Time.deltaTime); // if (transform.position == destinationMove) // m_staus = HeroStatus.idle; // break; } } public void SetPosition(byte pos, float x, float y) { m_posIndex = pos; transform.localPosition = new Vector3(x, y); } public void AttackCallBack() { //创建攻击特效 A攻击B B掉血222 B反击A闪避 UnityEngine.Object sourceObj = Resources.Load("AttackCrash"); GameObject go = UnityEngine.Object.Instantiate(sourceObj) as GameObject; go.transform.parent = transform; go.transform.localScale = Vector3.one; go.transform.localPosition = new Vector3(-70, 0, 0); } private void OnCollisionEnter(Collision co) { //进入碰撞 Debug.Log("进入碰撞!"); UnityEngine.Object sourceObj = Resources.Load("Effect"); GameObject go = UnityEngine.Object.Instantiate(sourceObj) as GameObject; go.transform.parent = transform; go.transform.localScale = Vector3.one; go.transform.localPosition = new Vector3(0, 0, 0); //Defense(); Hit(); } public void Attack(GameObject aims) { ActionData tmpAD = new ActionData(); tmpAD.status = HeroStatus.move; tmpAD.loop = true; UISprite tmpS = transform.GetComponent(); tmpAD.destinationMove = GameObject.Find("UI Root/Camera").transform.TransformPoint(new Vector3(aims.transform.localPosition.x + (tmpS.width/2), aims.transform.localPosition.y)); tmpAD.speed = Vector3.Distance(transform.position, tmpAD.destinationMove) * 4; //4/1秒到达目的地 m_actionList.Add(tmpAD); ActionData tmpAD1 = new ActionData(); tmpAD1.status = HeroStatus.attack; tmpAD1.loop = false; tmpAD1.destinationMove = Vector3.zero; tmpAD1.speed = 0; m_actionList.Add(tmpAD1); ActionData tmpAD2 = new ActionData(); tmpAD2.status = HeroStatus.move; tmpAD2.loop = true; tmpAD2.destinationMove = transform.position; tmpAD2.speed = Vector3.Distance(tmpAD.destinationMove, tmpAD2.destinationMove) * 4; //4/1秒到达目的地 m_actionList.Add(tmpAD2); } public void Defense() { ActionData tmpAD = new ActionData(); tmpAD.status = HeroStatus.defense; tmpAD.loop = false; tmpAD.destinationMove = GameObject.Find("UI Root/Camera").transform.TransformPoint(new Vector3(transform.localPosition.x - 25, transform.localPosition.y)); tmpAD.speed = 0.25f; //4/1秒到达目的地 m_actionList.Add(tmpAD); ActionData tmpAD1 = new ActionData(); tmpAD1.status = HeroStatus.move; tmpAD1.loop = false; tmpAD1.destinationMove = transform.position; tmpAD1.speed = 0.8f; //4/1秒到达目的地 m_actionList.Add(tmpAD1); } public void Hit() { ActionData tmpAD = new ActionData(); tmpAD.status = HeroStatus.hit; tmpAD.loop = false; tmpAD.destinationMove = GameObject.Find("UI Root/Camera").transform.TransformPoint(new Vector3(transform.localPosition.x - 25, transform.localPosition.y)); tmpAD.speed = 0.3f; //4/1秒到达目的地 m_actionList.Add(tmpAD); ActionData tmpAD1 = new ActionData(); tmpAD1.status = HeroStatus.move; tmpAD1.loop = false; tmpAD1.destinationMove = transform.position; tmpAD1.speed = 0.8f; //4/1秒到达目的地 m_actionList.Add(tmpAD1); } public void Idle() { m_spriteAnimation.namePrefix = Enum.GetName(typeof(HeroStatus), HeroStatus.idle); m_spriteAnimation.loop = true; m_spriteAnimation.ResetToBeginning(); m_staus = HeroStatus.idle; } public void Move() { // //transform.GetComponent().depth = 99; // GameObject go = GameObject.Find("enemy").gameObject; // destinationMove = GameObject.Find("UI Root/Camera").transform.TransformPoint(new Vector3(go.transform.localPosition.x + 98,go.transform.localPosition.y,go.transform.localPosition.z)); // m_speed = Vector3.Distance(transform.position, destinationMove) * 4; //4/1秒到达目的地 // m_staus = HeroStatus.moveto; // m_spriteAnimation.namePrefix = Enum.GetName(typeof(HeroStatus), HeroStatus.idle); // m_spriteAnimation.loop = true; // m_spriteAnimation.ResetToBeginning(); }
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