PDG与游戏研发 | 第5节PDG for Indie Gamedev | Section 5

PDG与游戏研发 | 第5节PDG for Indie Gamedev | Section 5

In this new section we are going to look at how we can begin to empower level designers to contribute to the procedural system. We to make it so they can define areas of the terrain that are of a certain type. So in this lecture we are going to review the concepts we are going to cover throughout the section.This lesson is part of a larger collection of tutorials which you can access here along with project files:
在这个新的部分中,我们将研究如何开始授权关卡设计师为程序系统做出贡献。我们这样做他们可以定义某种类型的地形区域。因此,在本讲座中,我们将回顾我们将在整个部分中介绍的概念。本课程是大量教程的一部分,您可以在此处访问这些教程以及项目文件:

We want to give the level designers the ability to interact with our Procedural Level building system. To do this we need to create a set of tools that allows them to define certain types of data. In this case we want to allow them to define areas in the terrain that are a meadow type. We will build this tool in this lecture.This lesson is part of a larger collection of tutorials which you can access here along with project files:
我们希望让关卡设计师能够与我们的程序级建筑系统进行交互。为此,我们需要创建一组工具,以便他们定义某些类型的数据。在这种情况下,我们希望允许他们在地形中定义草地类型的区域。我们将在本讲座中构建此工具。本课程是更多教程集的一部分,您可以在此处访问这些教程以及项目文件:

With our Area tool completed let’s test this out in Unity to see if it is working well enough to define our meadow areas.This lesson is part of a larger collection of tutorials which you can access here along with project files:
使用我们的区域工具完成后,让我们在Unity中对其进行测试,看看它是否能够很好地定义我们的草地区域。本课程是大量教程的一部分,您可以在此处访问这些教程以及项目文件:

In order for us to be able to allow level designers to import as many areas as they like, we need to set up a more dynamic way of retrieving geometry. This is where the Multi-Parm will help us out. In this lecture we are going to learn how to use the Multi-Parm property type to set up our dynamic geometry import system.This lesson is part of a larger collection of tutorials which you can access here along with project files:
为了让我们能够允许关卡设计人员导入任意数量的区域,我们需要设置一种更加动态的检索几何体的方法。这是Multi-Parm将帮助我们的地方。在本讲座中,我们将学习如何使用Multi-Parm属性类型来设置动态几何导入系统。本课程是大量教程的一部分,您可以在此处访问这些教程以及项目文件:

Now that we have the ability to draw out a mesh that defines an area, let’s start to look at ways in which we can use this information in our Procedural Systems. To begin we will use the area geometry to deform the terrain.This lesson is part of a larger collection of tutorials which you can access here along with project files:
现在我们能够绘制出定义区域的网格,让我们开始研究在程序系统中使用这些信息的方法。首先,我们将使用区域几何体来变形地形。本课程是更大的教程集合的一部分,您可以在此处访问这些教程以及项目文件:

Another place we can use the user defined area geometry, is the Foliage. We want to clear the forest Foliage from the area and learn how to replace it with a meadow type of foliage. But first let’s take a look at how to clear how the foliage where the area is placed.This lesson is part of a larger collection of tutorials which you can access here along with project files:
我们可以使用用户定义区域几何的另一个地方是Foliage。我们想要从该地区清除森林叶子,并学习如何用草地类型的树叶取代它。但首先让我们来看看如何清除区域所在的树叶。本课程是大量教程的一部分,您可以在此处访问这些教程以及项目文件:

Now that we have the Area clear of the main foliage, let’s look at how we can use the Area geometry to scatter our own custom foliage. This will open up so many possibilities for your level systems as you will see how to customize what data gets created for certain types of areas.This lesson is part of a larger collection of tutorials which you can access here along with project files:
现在我们已经区域清除了主要的叶子,让我们看看我们如何使用Area几何来分散我们自己的自定义叶子。这将为您的关卡系统开辟如此多的可能性,因为您将看到如何自定义为某些类型的区域创建的数据。本课程是更大的教程集合的一部分,您可以在此处访问这些教程以及项目文件:

Let’s do a quick review of all the topics we covered and some other items you could add to the system we just created.This lesson is part of a larger collection of tutorials which you can access here along with project files:
让我们快速回顾一下我们所涵盖的所有主题以及您可以添加到我们刚创建的系统中的其他一些项目。本课程是大量教程的一部分,您可以在此处访问这些教程以及项目文件: