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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:
@@ -95,7 +95,7 @@ http://www.kbengine.org
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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:
@@ -108,50 +108,50 @@ http://www.kbengine.org
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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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