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README.md

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KBEngine_unity3d_demo
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KBEngine_ue4_demo
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=============
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##This client-project is written for KBEngine(a MMOG engine of server)
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http://www.kbengine.org
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##中文
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[Demo搭建文档](https://github.com/kbengine/kbengine_unity3d_demo/blob/master/README_CN.md),QQ交流群:461368412,[论坛](http://bbs.kbengine.org)
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[Demo搭建文档](https://github.com/kbengine/kbengine_ue4_demo/blob/master/README_CN.md),QQ交流群:461368412,[论坛](http://bbs.kbengine.org)
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##Releases
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sources : https://github.com/kbengine/kbengine_unity3d_demo/releases/latest
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sources : https://github.com/kbengine/kbengine_ue4_demo/releases/latest
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binarys : https://sourceforge.net/projects/kbengine/files/
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##KBE-Plugins docs
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https://github.com/kbengine/kbengine_unity3d_plugins/blob/master/README.md
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https://github.com/kbengine/kbengine_ue4_plugins/blob/master/README.md
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##Start:
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2. Use git to get the plugin(client) and demo-assets(server):
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In the kbengine_unity3d_demo directory:
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In the kbengine_ue4_demo directory:
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* Git command: git submodule update --init --remote
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![submodule_update1](http://www.kbengine.org/assets/img/screenshots/gitbash_submodule.png)
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* Or manually get the plugin(client) and demo-assets(server)
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Download plugin(client):
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https://github.com/kbengine/kbengine_unity3d_plugins/releases/latest
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unzip and copy to "Assets/plugins/kbengine/kbengine_unity3d_plugins"
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https://github.com/kbengine/kbengine_ue4_plugins/releases/latest
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unzip and copy to "Assets/plugins/kbengine/kbengine_ue4_plugins"
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Download demo-assets(server):
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https://github.com/kbengine/kbengine_demos_assets/releases/latest
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unzip and copy to "kbengine/" (The root directory server engine, such as $KBE_ROOT)
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3. Copy "kbengine_unity3d_demo\kbengine_demos_assets" to "kbengine\" root directory
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3. Copy "kbengine_ue4_demo\kbengine_demos_assets" to "kbengine\" root directory
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![demo_configure](http://www.kbengine.org/assets/img/screenshots/demo_copy_kbengine.jpg)
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Change the login address:
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![demo_configure](http://www.kbengine.org/assets/img/screenshots/demo_configure.jpg)
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kbengine_unity3d_demo\Scripts\kbe_scripts\clientapp.cs -> ip
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kbengine_unity3d_demo\Scripts\kbe_scripts\clientapp.cs -> port
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kbengine_ue4_demo\Content\ClientApp-> ip
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kbengine_ue4_demo\Content\ClientApp-> port
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##Start the Servers:
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Ensure that the "kbengine_unity3d_demo\kbengine_demos_assets" has been copied to the "kbengine\" directory
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Ensure that the "kbengine_ue4_demo\kbengine_demos_assets" has been copied to the "kbengine\" directory
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Reference:Start
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Check the startup status:
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kbengine\kbengine_demos_assets\res\spaces\*
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Generation Navmeshs:
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https://github.com/kbengine/unity3d_nav_critterai
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...
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##Structure and interpretation:
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U3D graphics layer will input the event trigger to the plug-in layer (for example: the player moved, hit the relive button UI),
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the plug-in logic script layer determines whether the need to transfer to the server. etc.
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clientapp:
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In the system of KBE abstraction of a client APP, which contains the KBE client plug-in initialization and destruction, etc.
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Plugins\kbengine\kbengine_unity3d_plugins:
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Plugins\KBEnginePlugins
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Client plug-in core codes.
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Scripts\kbe_scripts:
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Source\kbe_scripts:
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KBE client logic scripts(in this implementation of the server side of the entity script, the entity's bag data structure, skills in client condition checks, etc.).
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Scripts\kbe_scripts\Account.cs
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kbe_scripts\Account:
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Corresponds to the client side of the KBE server account entity.
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Scripts\kbe_scripts\Avatar.cs
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kbe_scripts\Avatar:
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Corresponds to the client side of the KBE server avatar entity.
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Scripts\kbe_scripts\Monster.cs
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kbe_scripts\Monster:
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Corresponds to the client side of the KBE server monster entity.
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Scripts\kbe_scripts\clientapp.cs:
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In the system of KBE abstraction of a client APP, which contains the KBE client plug-in initialization and destruction, etc.
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Scripts\kbe_scripts\interfaces:
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kbe_scripts\interfaces\:
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Corresponding to the module defined in KBE(entity_defs\interfaces).
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Scripts\u3d_scripts:
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Unity graphics layer (including scene rendering, UI, object, character model, monster model).
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Source\ue4_scripts:
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ue4_scripts\PlayerCharacter:
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Current client player, the script processing model and animation and other parts.
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Scripts\u3d_scripts\GameEntity.cs
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Monster/NPC or player script (management model and animation, etc.).
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ue4_scripts\GameEntity:
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Whether the monster or other players, by the script responsible for the model and animation and other parts.
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Scripts\u3d_scripts\World.cs:
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Manage a map of the game script, for example: to create a specific 3D monster into the scene.
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ue4_scripts\GameModeLogin:
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Manage landing scenes, listen for events related to the KBE plug-in, and trigger events to the plug-in.
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Scripts\u3d_scripts\UI.cs:
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the game's UI processing script.
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ue4_scripts\GameModeSelectAvatar:
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Manage role selection scenarios, listen for events related to the KBE plug-in, and trigger events on the plug-in.
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Scenes\start.unity:
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Start the scene, which starts to enter the game.
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ue4_scripts\GameModeWorld:
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Listen to events related to the KBE plug-in, trigger events to the plug-in, and manage scripts for in-game maps, such as creating a specific 3D monster in the scene.
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Scenes\_scenes\login.unity:
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login map.
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Content\LoginScene:
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Start the scene, which starts to enter the game.
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Scenes\_scenes\selavatars.unity:
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Content\SelectAvatarScene
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Game character selection map.
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Scenes\_scenes\world.unity:
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Content\WorldScene
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A map of the scene in the game.
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##Screenshots:

README_CN.md

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KBEngine_unity3d_demo
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KBEngine_ue4_demo
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=============
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##本项目作为KBEngine服务端引擎的客户端演示而写
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##Releases
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sources : https://github.com/kbengine/kbengine_unity3d_demo/releases/latest
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sources : https://github.com/kbengine/kbengine_ue4_demo/releases/latest
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binarys : https://sourceforge.net/projects/kbengine/files/
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##KBE插件文档
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https://github.com/kbengine/kbengine_unity3d_plugins/blob/master/README.md
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https://github.com/kbengine/kbengine_ue4_plugins/blob/master/README.md
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##开始:
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2. 下载kbengine客户端插件与服务端Demo资产库:
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* 使用git命令行,进入到kbengine_unity3d_demo目录执行
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* 使用git命令行,进入到kbengine_ue4_demo目录执行
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git submodule update --init --remote
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![submodule_update1](http://www.kbengine.org/assets/img/screenshots/gitbash_submodule.png)
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* 也可以手动下载kbengine客户端插件与服务端Demo资产库
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客户端插件下载:
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https://github.com/kbengine/kbengine_unity3d_plugins/releases/latest
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下载后请将其解压缩,插件源码请放置在: Assets/plugins/kbengine/kbengine_unity3d_plugins
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https://github.com/kbengine/kbengine_ue4_plugins/releases/latest
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下载后请将其解压缩,插件源码请放置在: Assets/plugins/kbengine/kbengine_ue4_plugins
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服务端资产库下载:
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https://github.com/kbengine/kbengine_demos_assets/releases/latest
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改变登录IP地址与端口(注意:关于服务端端口部分参看http://www.kbengine.org/cn/docs/installation.html):
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![demo_configure](http://www.kbengine.org/assets/img/screenshots/demo_configure.jpg)
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kbengine_unity3d_demo\Scripts\kbe_scripts\clientapp.cs -> ip
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kbengine_unity3d_demo\Scripts\kbe_scripts\clientapp.cs -> port
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kbengine_ue4_demo\Content\ClientApp-> ip
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kbengine_ue4_demo\Content\ClientApp-> port
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##启动服务器:
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确保“kbengine_unity3d_demo\kbengine_demos_assets”已经拷贝到KBEngine根目录:
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确保“kbengine_ue4_demo\kbengine_demos_assets”已经拷贝到KBEngine根目录:
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参考上方章节:开始
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使用启动脚本启动服务端:
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##启动客户端:
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直接在Unity3D编辑器启动或者编译后启动
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(编译客户端:Unity Editor -> File -> Build Settings -> PC, MAC & Linux Standalone.)
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直接在ue4编辑器启动或者编译后启动
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##生成导航网格(可选):
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服务端使用Recastnavigation在3D世界寻路,recastnavigation生成的导航网格(Navmeshs)放置于:
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kbengine\kbengine_demos_assets\res\spaces\*
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在Unity3D中使用插件生成导航网格(Navmeshs):
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https://github.com/kbengine/unity3d_nav_critterai
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在ue4中使用插件生成导航网格(Navmeshs):
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待续
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##结构与释义:
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KBE插件与U3D和服务器之间的关系
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KBE插件与UE4和服务器之间的关系
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插件与服务器:负责处理与服务端之间的网络消息包、账号登陆/登出流程、由服务端通知创建和销毁逻辑实体、维护同步的逻辑实体属性数据等等。
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插件与U3D:插件将某些事件触发给U3D图形层,图形层决定是否需要捕获某些事件获得数据进行渲染表现(例如:创建怪物、某个NPC的移动速度增加、HP变化)、
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U3D图形层将输入事件触发到插件层(例如:玩家移动了、点击了复活按钮UI),插件逻辑脚本层决定是否需要中转到服务器等等。
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插件与UE4:插件将某些事件触发给UE4图形层,图形层决定是否需要捕获某些事件获得数据进行渲染表现(例如:创建怪物、某个NPC的移动速度增加、HP变化)、
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UE4图形层将输入事件触发到插件层(例如:玩家移动了、点击了复活按钮UI),插件逻辑脚本层决定是否需要中转到服务器等等。
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Plugins\kbengine\kbengine_unity3d_plugins:
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clientapp:
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在KBE的体系中抽象出一个客户端APP,其中包含KBE客户端插件的初始化和销毁等等。
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Plugins\KBEnginePlugins:
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KBE客户端插件的核心层代码。
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Scripts\kbe_scripts:
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Source\kbe_scripts:
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KBE客户端的逻辑脚本(在此实现对应服务端的实体脚本、实体的背包数据结构、技能客户端判断等)。
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Scripts\kbe_scripts\Account.cs
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kbe_scripts\Account:
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对应KBE服务端的账号实体的客户端部分。
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Scripts\kbe_scripts\Avatar.cs
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kbe_scripts\Avatar:
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对应KBE服务端的账游戏中玩家实体的客户端部分。
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Scripts\kbe_scripts\Monster.cs
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kbe_scripts\Monster:
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对应KBE服务端的怪物实体的客户端部分。
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Scripts\kbe_scripts\clientapp.cs:
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在KBE的体系中抽象出一个客户端APP,其中包含KBE客户端插件的初始化和销毁等等。
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Scripts\kbe_scripts\interfaces:
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kbe_scripts\interfaces\:
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对应KBE中entity_defs\interfaces中所声明的模块。
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Scripts\u3d_scripts
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Unity3D图形层(包括场景渲染、UI、物体部件、人物模型、怪物模型、一切关于显示的东西等等)。
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Source\ue4_scripts
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ue4图形层(包括场景渲染、UI、物体部件、人物模型、怪物模型、一切关于显示的东西等等)。
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Scripts\u3d_scripts\GameEntity.cs
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无论是怪物还是玩家都由此脚本负责模型动画等表现部分
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ue4_scripts\PlayerCharacter
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当前客户端玩家由此脚本负责模型动画等表现部分
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Scripts\u3d_scripts\World.cs:
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管理游戏中大地图或副本的渲染层脚本,例如:负责将具体的3D怪物创建到场景中
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ue4_scripts\GameEntity:
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无论是怪物还是其他玩家都由此脚本负责模型动画等表现部分
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Scripts\u3d_scripts\UI.cs:
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维护游戏的UI处理脚本
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ue4_scripts\GameModeLogin:
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管理登陆场景,监听KBE插件相关事件同时向插件触发一些事件
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Scenes\start.unity:
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起始场景,由此启动进入游戏
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ue4_scripts\GameModeSelectAvatar:
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管理角色选人场景,监听KBE插件相关事件同时向插件触发一些事件
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Scenes\_scenes\login.unity:
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登陆场景。
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ue4_scripts\GameModeWorld:
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监听KBE插件相关事件同时向插件触发一些事件,管理游戏中大地图或副本的渲染层脚本,例如:负责将具体的3D怪物创建到场景中。
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Content\LoginScene:
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起始场景,由此启动进入游戏。
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Scenes\_scenes\selavatars.unity:
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Content\SelectAvatarScene
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角色选取场景。
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Scenes\_scenes\world.unity:
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Content\WorldScene
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游戏中大地图/副本场景。
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##演示截图:

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