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(Build Client:Unity Editor -> File -> Build Settings -> PC, MAC & Linux Standalone.)
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(Build Client:Unity Editor -> File -> Build Settings -> PC, MAC & Linux Standalone.)
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##Navmesh-navigation(Optional):
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##Navmesh-navigation(Optional):
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The server to use recastnavigation navigation.
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Recastnavigation generated navigation mesh (Navmeshs) placed on the:
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...
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##Structure and interpretation:
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##Structure and interpretation:
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The relationship between plug-ins(KBE) and U3D and servers:
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Plug-in and servers: Responsible for processing and server network packet. account login/logout process.
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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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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\KBEnginePlugins
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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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kbe_scripts\Account:
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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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kbe_scripts\Avatar:
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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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kbe_scripts\Monster:
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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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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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Source\ue4_scripts:
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ue4_scripts\PlayerCharacter:
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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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ue4_scripts\GameEntity:
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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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