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an unity mmo demo, base on ecs(game play), xlua(ui)

License: MIT License

C# 38.24% Batchfile 0.07% Lua 41.29% Makefile 0.11% HTML 1.44% Shell 0.05% C++ 0.09% CMake 3.87% C 12.94% ShaderLab 1.56% HLSL 0.23% TSQL 0.11%

unitymmo's Introduction

UnityMMO

很多东西不好在工作项目上尝试(比如 ECS),所以就有了本项目,我打算利用业余时间从头制作一个 3D-MMO 游戏,大部分功能虽然都多少接触过,但我想换个做法,不然就不好玩了.前端的玩法系统用 c#,界面用 lua 开发.后端用 skynet.
详细的设计和进度见:Wiki

Usage

克隆本项目: git clone https://github.com/liuhaopen/UnityMMO.git --recurse
前端:
下载下来后整个目录就是 Unity 的项目目录,用 Unity 打开,运行 main.unity 场景即可进入游戏的登录界面
注:由于游戏资源过大且经常变更(每个版本的资源都会保存在 .git 文件夹里, clone 就要好久了),所以放到另外的项目管理,可在 UnityMMO-Resource 下载里面的文件并把 Assets/AssetBundleRes 及其 meta 文件复制到本项目的 Assets 目录里(注:有些插件因为版权问题就没上传了,从其中的 download-page 见购买链接)
后端:
参考项目:SkynetMMO

Status & Prerequisites

Unity version: 2019.2.0f1
Platforms    : 
client for Windows Android IOS;  
server only for Linux;

Recent GIF

20.03.08:把服务器代码分隔到另外的 git 项目 19.07.03:初步实现了自动寻路去找 npc 对话和打怪两种任务:
image
19.07.10:增加一个副本场景:
image
19.07.31:初步完成背包和 GM 系统
19.08.11:初步完成基于 action 组件的技能系统,见 Server/lualib/Action及 FightMgr,Hurt 和 PickTarget.lua
19.08.13:完成复活流程
19.08.28:最近经常在手机上测试,优化了一波:摄像机操作,资源预加载,对象池,和使用了 AutoLOD 插件为各场景节点生成了两级简模(其实很多模型在最远处时是可以用一个面片替代的,就是做成公告板永远面向摄像机,但没美术资源就算了),树的话删了不少上万三角面的了。灯光烘培改成用 Distance ShadowMask,近处实时阴影远处贴图。暂时可以在我的垃圾手机流畅运行了。
19.09.07:后端增加 buff:火,毒,冰冻,晕眩,吸血,扣属性(防御、攻击等),沉默。详见 BuffActions.lua。前端目前只加了吸血和晕眩的效果。
19.09.18:增加各平台的图片格式管理工具,针对不同用途的图片使用不同深度,比如安卓平台时 ui 文件夹里的图片用 ETC2_RGBA8,模型图片用 ETC_RGB8 等等,在 iOS 就用 ASTC 系列的格式。详细见 unity 编辑器菜单:TextureFormatter
19.10.21:最近忙工作上的事,而且想要憋个大招,所以未来一个月进度会慢下来,先搞下小 ui 界面。

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