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Jingdong book

Unity3D游戏开发标准教程

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Unity3D游戏开发标准教程

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1.游戏开发专家力作,作者培训和讲授此课程多年,案例都是来自于实际的商业项目。
2.配套资源丰富,视频、课件、源代码、习题解答。
3. 印刷精美,案例效果均配有彩插。
Content Description

本书本着“起点低、终点高”的原则,内容覆盖了从学习Unity3D开发引擎必知必会的基础知识到能够熟练使用Unity 3D开发引擎制作简单3D游戏的每一个阶段。全书共分为12章,前11章按照由易到难的顺序依次介绍了Unity基础与开发环境配置、脚本程序的开发、图形用户界面、物理引擎、着色器基础、3D游戏开发常用技术、光影效果、模型与动画、地形与寻路技术、游戏资源更新及网络开发。结尾一章给出了一个完整的游戏案例,既可以作为课程的总结与提高,也可以作为课程设计。
本书既可以作为高等院校计算机相关专业计算机游戏或多媒体虚拟现实及增强现实相关课程的教材,也可以作为相关领域开发人员的参考用书。
Author Description

吴亚峰,毕业于北京邮电大学,后留学澳大利亚卧龙岗大学取得硕士学位。1998年开始从事Java应用的开发,有十多年的Java开发与培训经验,是关注Android开发的人员,并开发出一系列的Android应用程序与游戏。主要的研究方向为OpenGL ES、手机游戏、Java EE、搜索引擎,同时为手机游戏、Java EE独立软件开发工程师,并兼任百纳科技Java培训中心首席培训师。近10年来为数十家企业培养了上千名软件开发人员,曾编写过《Android 2.0游戏开发实战宝典》、《Android核心技术与实例详解》、《Android 3D游戏开发—技术详解与典型案例》、《Android应用案例开发大全》和《Android游戏开发大全》等多本畅销书籍。
Catalogue

第1章 Unity基础与开发环境配置 1
1.1初识Unity游戏开发引擎1
1.1.1Unity简介1
1.1.2Unity的诞生与发展1
1.1.3Unity的特色2
1.2Unity集成开发环境的搭建3
1.3Unity集成开发环境的配置6
1.3.1Unity集成开发环境的整体布局6
1.3.2Unity菜单栏7
1.3.3Unity工具栏7
1.3.4Unity场景设计面板8
1.3.5游戏预览面板8
1.3.6Unity项目资源列表9
1.3.7Unity属性查看器9
1.3.8Unity状态栏与控制台10
1.3.9菜单栏10
1.4本章小结14
1.5习题14
第2章Unity脚本程序基础知识15
2.1Unity脚本概述15
2.2Unity中C#脚本的注意事项15
2.3Unity脚本的基础语法16
2.3.1位移与旋转17
2.3.2记录时间18
2.3.3访问游戏对象组件20
2.3.4访问其他游戏对象21
2.3.5向量25
2.3.6成员变量和全局变量27
2.3.7实例化游戏对象28
2.3.8协同程序和中断29
2.3.9一些重要的类30
2.3.10性能优化34
2.3.11脚本编译35
2.4本章小结36
2.5习题36
第3章Unity 3D图形用户界面
基础37
3.1GUI图形用户界面系统37
3.1.1Button控件37
3.1.2Label控件40
3.1.3DrawTexture控件42
3.1.4Box控件44
3.1.5TextField控件46
3.1.6PasswordField控件48
3.1.7TextArea控件50
3.1.8Toggle控件51
3.1.9SelectionGrid控件53
3.1.10HorizontalScrollbar控件与
VerticalScrollbar控件54
3.1.11BeginGroup容器和EndGroup
容器56
3.1.12BeginScrollView控件和
EndScrollView控件58
3.1.13Window控件60
3.1.14skin皮肤61
3.1.15GUI图形用户界面的变量64
3.2UGUI图形用户界面系统67
3.2.1UGUI控件的创建及案例67
3.2.2Panel控件和Text控件70
3.2.3Button控件72
3.2.4Image控件和RawImage控件74
3.2.5Toggle控件76
3.2.6Slider控件和Scrollbar控件77
3.2.7InputField控件79
3.2.8UGUI布局管理81
3.2.9UGUI中不规则形状按钮的碰撞
检测83
3.2.10Scroll View的制作86
3.3预制件Prefab资源的应用88
3.3.1预制件Prefab资源的创建88
3.3.2通过Prefab资源进而实例化对象89
3.4常用的输入对象90
3.4.1Touch输入对象90
3.4.2Input输入对象的主要变量93
3.4.3Input输入对象的主要方法94
3.5与销毁相关的方法96
3.5.1Object.Destroy方法96
3.5.2MonoBehavior.OnDestroy方法97
3.6本章小结99
3.7习题99
第4章物理引擎100
4.1刚体100
4.1.1刚体特性100
4.1.2物理管理器106
4.2碰撞器107
4.2.1碰撞器的添加108
4.2.2碰撞过滤111
4.2.3物理材质114
4.3粒子系统117
4.3.1粒子系统的创建117
4.3.2粒子系统特性118
4.4关节121
4.4.1铰链关节121
4.4.2固定关节124
4.4.3弹簧关节126
4.4.4可配置关节128
4.5车轮碰撞器131
4.5.1车轮碰撞器的创建131
4.5.2车轮碰撞器的特性131
4.6布料137
4.7角色控制器142
4.7.1角色控制器的特性142
4.7.2角色控制器的应用143
4.8本章小结145
4.9习题146
第5章着色器编程基础147
5.1初识着色器147
5.1.1着色器概述147
5.1.2ShaderLab语法基础147
5.2表面着色器152
5.2.1着色器的三种形态153
5.2.2表面着色器基础知识153
5.3渲染通道的通用指令159
5.3.1设置LOD数值160
5.3.2渲染队列162
5.3.3Alpha测试164
5.3.4深度测试166
5.3.5通道遮罩169
5.4通过表面着色器实现体积雾170
5.5本章小结176
5.6习题176
第6章3D游戏开发常用技术177
6.1天空盒的应用177
6.1.1天空盒基础知识177
6.1.2天空盒案例开发179
6.23D拾取技术182
6.2.13D拾取技术基本知识182
6.2.23D拾取案例开发183
6.3虚拟摇杆与按钮的使用187
6.3.1下载并导入标准资源包187
6.3.2虚拟摇杆与按钮的案例开发189
6.4加速度传感器193
6.5动态字体198
6.6声音201
6.6.1声音类型和音频侦听器201
6.6.2音频源201
6.6.3音频效果203
6.6.4案例开发205
6.7雾特效和水特效209
6.7.1雾特效和水特效的基础知识210
6.7.2雾特效和水特效的案例开发211
6.8SQLite数据库214
6.8.1SQLite数据库的基本知识214
6.8.2SQLite数据库的案例开发215
6.9本章小结219
6.10习题219
第7章光影效果的使用220
7.1光源220
7.1.1点光源和定向光源220
7.1.2聚光灯光源和区域光源222
7.2光照贴图的烘焙和使用224
7.2.1光照设置225
7.2.2光照烘焙案例228
7.3反射探头230
7.3.1反射探头基本知识230
7.3.2反射探头案例开发233
7.4法线贴图235
7.4.1法线贴图的基本知识235
7.4.2在Unity中使用法线贴图236
7.5Unity 3D光照系统中的高级功能237
7.5.1光照系统中的小功能238
7.5.2阴影的设置242
7.5.3Light Probes光探头244
7.5.4材质编辑器246
7.6本章小结248
7.7习题248
第8章模型与动画249
8.13D模型背景知识249
8.1.1主流3D建模软件的介绍249
8.1.2Unity与建模软件单位的比例关系250
8.1.3将3D模型导入Unity250
8.2网格——Mesh252
8.2.1网格过滤器(Mesh Filter)252
8.2.2Mesh属性和方法介绍252
8.2.3Mesh的使用253
8.3骨骼结构映射——Avatar259
8.3.1Avatar的创建259
8.3.2Avatar的配置259
8.3.3Muscle的配置261
8.4动画控制器263
8.4.1创建动画控制器263
8.4.2动画控制器的配置263
8.5角色动画的重定向269
8.5.1重定向的原理269
8.5.2重定向的应用269
8.6本章小结273
8.7习题273
第9章地形与寻路技术274
9.1地形引擎274
9.1.1地形的创建274
9.1.2地形的基本操作275
9.1.3地形的纹理添加及参数设置277
9.1.4高度图的使用282
9.2拖痕渲染器——Trail Renderer283
9.2.1拖痕渲染器的基础知识283
9.2.2刹车痕案例制作285
9.3自动寻路技术289
9.3.1自动寻路技术基础知识289
9.3.2小球寻路案例292
9.4本章小结295
9.5习题295
第10章游戏资源更新296
10.1初识AssetBundle296
10.2AssetBundle的基本使用296
10.2.1AssetBundle的打包297
10.2.2下载AssetBundle299
10.2.3AssetBundle的加载和卸载301
10.3AssetBundle相关知识303
10.3.1管理依赖303
10.3.2储存和加载二进制文件303
10.3.3在资源中包含脚本304
10.4本章小结305
10.5习题305
第11章网络开发基础306
11.1网络类——Network基础306
11.1.1Network类306
11.1.2Network View组件307
11.2Unity Network开发案例308
11.2.1场景搭建308
11.2.2脚本开发311
11.2.3服务器和客户端的发布316
11.3本章小结317
11.4习题317
第12章课程设计——趣味小球318
12.1背景及功能概述318
12.1.1游戏背景概述318
12.1.2游戏功能简介319
12.2游戏的策划及准备工作320
12.2.1游戏的策划320
12.2.2使用Unity 3D开发游戏前的
准备工作320
12.3游戏的架构322
12.3.1游戏中各场景的简要介绍322
12.3.2游戏的架构简介323
12.4游戏场景324
12.4.1游戏主菜单场景324
12.4.2游戏UI层控制脚本开发326
12.4.3游戏物体运动控制脚本开发329
12.4.4游戏场景3D拾取和实例化脚本
开发331
12.4.5输赢场景开发334
12.5游戏的优化与改进337
12.6本章小结337
参考文献338

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Jingdong book