m969 / Egameplay
一个基于Entity-Component模式的灵活、通用的战斗(技能)框架,配置可选使用ScriptableObject或是Excel表格
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EGamePlay

知乎文章:
- 0、如何实现一个灵活、通用的战斗(技能)系统——序章
- 1、如何实现一个灵活、通用的战斗(技能)系统——数值系统
- 2、如何实现一个灵活、通用的战斗(技能)系统——数值系统(升级版)
- 3、如何实现一个灵活、通用的战斗(技能)系统——战斗行动机制
- 4、如何实现一个灵活、通用的战斗(技能)系统——战斗实体
- 5、如何实现一个灵活、通用的战斗(技能)系统——能力Ability
- 6、如何实现一个灵活、通用的战斗(技能)系统——Status状态效果
- 7、如何实现一个灵活、通用的战斗(技能)系统——Skill技能
- 8、如何实现一个灵活、通用的战斗(技能)系统——技能效果
- 9、如何实现一个灵活、通用的战斗(技能)系统——Entity-Component模式

Numeric
NumericFloatCombatEntity
CombatEntityAbility
AbilityStatus
StatusAbilitySkill
SkillAbilityEffect
SkillEffectExpressionParser
ExpressionParserEffectConfigToJson
EffectConfigToJson基于Odin和ScriptableObject实现的灵活的技能、buff配置工具
该项目使用了以下收费插件:
- Odin Inspector (编辑器扩展、工作流改善)
- Animancer Pro (基于Playable的简单强大的动画解决方案)
EGamePlay战斗框架技术讨论交流qq群:763696367
对战斗感兴趣的同学可以进群一起探讨更合适、高效的战斗框架实现
对EGamePlay有任何疑问或建议可以进群反馈,或是提在Discussions
其他类似项目
- https://github.com/KrazyL/SkillSystem-3 (Dota2 alike Skill System Implementation for KnightPhone)
- https://github.com/weichx/AbilitySystem
- https://github.com/dongweiPeng/SkillSystem (丰富的接口可便于使用扩展 完整的技能效果流程【如流程图】 配套的技能管理器 自定义的技能数据表)
- https://github.com/sjai013/UnityGameplayAbilitySystem (The approach for this is taken from that used by Unreal's Gameplay Ability System, but implemented in Unity using the Data-Oriented Technology Stack (DOTS) where possible.)
- https://github.com/dx50075/SkillSystem (skill system for unity , 思路 http://blog.csdn.net/qq18052887/article/details/50358463 技能描述文件如下 skill(1000) //技能1 { FaceToTarget(0) PlayAnimation(1,Skill_1) Bullet(1.3,Bullet,7) PlayEffect(0,Explode8,3) })
参考引用
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