《Unity游戏开发核心:状态机》课程将教授广泛应用于AAA游戏行业的、用于控制角色与物体的状态机技术,帮助开发者告别难以维护的混乱代码与随意交互的变量。通过本课程,你将系统学习专业开发者构建复杂游戏时使用的代码架构方法,掌握如何编写可扩展、易维护的代码,并深入理解状态机在各类游戏中的通用实现逻辑。课程从基础案例(如宝箱交互)入手,逐步分析劣质代码问题(以熊角色为例),进而引导学员构建可复用的状态机框架,最终完成复杂角色行为设计与动画衔接的实战挑战。学习本课程需具备Unity中级基础(初学者亦可挑战),学成后你将能熟练运用状态机技术,实现游戏逻辑、视觉与数据的有效分离,并将其灵活应用于任何游戏引擎或代码项目中。

制作人:Lucas Rybzinski Pinto
MP4格式 | 视频:h264,1920×1080 | 音频:AAC,44.1 kHz,2声道
级别:中级 | 语言:英语 | 时长:78节课(11小时30分钟)含课程文件

Game Dev Essentials: State Machines in Unity。AAA Game Industry Technique to control Characters, Objects and more。Say goodbye to spaghetti code, no more floating variables intercommunicating for reasons that you cant remember the day after. State Machines is a powerful technique that will allow you to avoid spaghetti code, make it scalable and easier to maintain.Learn techniques that professional Game Developers from Industry are vastly using to create complex games.This course is designed for game programmers that want to create really scalable code using techniques that are vastly used in many AAA games that you have played.Not only learning how to implement State Machine in any of your games but during this course you will learn a lot of cool tips, techniques and ideas on how to architect your code, how to write code that is easier to maintain and scale, useful insights and a little bit of philosophy that will make you a more mature developer.Introduction – Here I will explain more about the idea of state machines, present a few of my coding conventions and habits that can be useful for you and will install and have an overview in the Unity Editor.Chest Example – In this section I will create the most basic example that we can (later) apply state machines. Here we still don’t know about state machines but this is not an excuse to discuss and write GOOD code.Bear Example – Here you will learn what a bad code is. We will implement the behavior of the Bear using spaghetti code to the point it is unproductive and you will be asking “okay, I got it but what can we do about it?”Character Example – At this point we are preparing the ground to dive into State Machines but first we need some base thing to control and some code architecture to useState Machine Implementation – Create a simple and reusable code to use in this project and in any other Unity C# project that you want.Refactoring with State Machines – Lets reopen the Chest example and now refactor it using our new knowledge of State Machines.Character Example (Part 2) – This is the core of the course, here is where you will definitely learn state machines applying over and over again until you are tired and the concept is in your head.Final Challenge – Now that you are used to State Machines we are going to develop a more complex case using it so you can cover more different details to be able to cover the need for your games.By the end of this course you will be tired of hearing the word “State Machine” but happy to have this new ability to implement anything in your mind.

What you’ll learn
Learn Game Industry that you can apply to your games
Create Maintainable and Scalable Code
How to Implement and Reuse State Machines in any game, code or engine
How to separate logic, visual and data in your code that are less dependent of Monobehaviour class
Tricks to link your code with your animations
Learn from absolute simple cases to growing complexity until you are able to use State Machines in any game engine or code

Requirements
Intermediate knowledge in Unity Game Engine
Beginners in Unity also can do it but it will be challenging

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