Before purchasing, make sure this asset is right for you
This asset is useful if you need to set checkpoints for your player as they move along a prebuilt environment. SmartPoint is NOT recommended if you are looking to store Save and Load data for a procedurally generated world. Though it is possible to use SmartPoint to do so. SmartPoint does NOT have any built in Save and Load functionality, it only stores data about whether a checkpoint has been activated, as well as its position, bounds, direction, etc.. This makes SmartPoint suitable as a quick prototyping or testing tool.
While SmartPoint is designed to be used solely from the inspector, there are a multitude of functions available in both the SpawnController and CheckPointController that allow for further customization. To get the most out of SmartPoint, it is recommended that you have at least some experience programming in Unity C#.
Below is a list of features that SmartPoint provides:
- Customizable collision boxes for each checkpoint
- Different methods of activating checkpoints
- Sequential checkpoint activation
- Looping checkpoint sequences (e.g, a race track)
- Spawning objects at checkpoints
- Customizable spawning areas
- And much more...
Summary
While smartpoint can be setup and used solely from the inspector, there are also a plethera of public methods allowing for runtime customization of the checkpoint and spawner functionality. Using the inspector tools provided, its possible to spawn enemies based on set probabilities, create weapon and ammo drops that refill automatically, guide the player towards the next checkpoint along a path, etc...
CheckPoint Controller
The CheckPointController allows you to design checkpoints with customized positions, collision boxes, directions, and active states. A player can activate and interact with checkpoints through various means specified in the inspector. See the videos above for more info.
SpawnController
The SpawnController allows you to spawn GameObjects such as ammo drops, weapons, enemies, projectiles, and whatever else you can think of. Objects can be spawned at regular intervals, or in a burst. A max number of entities can be set, and the spawn areas can be customized in different shapes, such as a rectangular prism, sphere, rectangle, point, etc..
Finally, both the spawn controller and checkpoint controller have various event callbacks that allow you to set your own methods to trigger when an entity spawns, a checkpoint activates, etc...
如果你需要为你的玩家设置检查点,让他们在一个预先建立的环境中移动,那么这个资产很有用。如果你想为一个程序生成的世界存储保存和加载数据,不建议使用SmartPoint。尽管有可能使用SmartPoint来这样做。SmartPoint没有任何内置的保存和加载功能,它只存储关于一个检查点是否被激活的数据,以及它的位置、边界、方向等。这使得SmartPoint适合作为一个快速原型设计或测试工具。
虽然SmartPoint被设计成只能从检查器中使用,但在SpawnController和CheckPointController中都有许多可用的功能,可以进一步定制。为了充分利用SmartPoint,建议你至少有一些Unity C#的编程经验。
下面是SmartPoint提供的功能列表。
- 每个检查点的可定制的碰撞盒
- 激活检查点的不同方法
- 顺序激活检查点
- 循环检查点序列(例如,一个赛车场)
- 在检查点产卵的对象
- 可定制的产卵区
- 还有更多...
总结
虽然smartpoint可以仅通过检查器来设置和使用,但也有大量的公共方法可以在运行时定制检查点和产卵器功能。使用检查器提供的工具,可以根据设定的概率生成敌人,创建自动补给的武器和弹药,引导玩家沿着路径走向下一个检查点,等等。
检查点控制器
检查点控制器(CheckPointController)允许你设计具有自定义位置、碰撞框、方向和活动状态的检查点。玩家可以通过检查器中指定的各种方式激活检查点并与之互动。更多信息请看上面的视频。
产卵控制器(SpawnController)
SpawnController允许你生成GameObjects,如弹药、武器、敌人、射弹和其他你能想到的东西。物体可以以固定的时间间隔生成,也可以以爆发的方式生成。实体的最大数量可以被设定,产卵区可以被定制为不同的形状,如矩形棱镜、球体、矩形、点等。
最后,产卵控制器和检查点控制器都有各种事件回调,允许你设置自己的方法,在实体产卵、检查点激活等情况下触发。
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