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一个基于Entity-Component模式的灵活、通用、可扩展的轻量战斗(技能)框架,配置可选使用ScriptableObject或是Excel表格. A flexible, generic, easy to extend, lightweight combat (skills) framework based on E...

EGamePlay


Unity Version: 2021.3.1f1 Status: Work-in-progress


知乎文章:


该项目使用了以下收费插件:


如何将EGamePlay移植到别的Unity工程

如果要将EGamePlay移植到自己的Unity工程里,首先要确保Odin Inspector插件已经在工程中,然后再将以下目录拖过去即可:

  • EGamePlay/Assets/Editor
  • EGamePlay/Assets/EGamePlay
  • EGamePlay/Assets/EGamePlay.Unity

如果要使用Excel配置流程的话,还需要将 EGamePlay/Excel 目录复制过去,再生成配置



CombatEntity CombatEntity
Attribute、Numeric NumericFloat
Ability Ability
StatusAbility StatusAbility
SkillAbility SkillAbility
AbilityEffect AbilityEffect
ExpressionParser ExpressionParser

基于Odin和ScriptableObject实现的灵活的技能、buff配置工具

SkillConfigImage.png


技能ScriptableObject配置和Excel配置流程切换命令

技能Excel配置

SkillConfigImage.png

状态Excel配置

SkillConfigImage.png

技能效果Excel配置

SkillConfigImage.png


EGamePlay战斗框架技术讨论交流qq群:763696367

对战斗感兴趣的同学可以进群一起探讨更合适、高效的战斗框架实现


对EGamePlay有任何疑问或建议可以进群反馈,或是提在Discussions


其他类似项目

  • https://github.com/KrazyL/SkillSystem-3 (Dota2 alike Skill System Implementation for KnightPhone)
  • https://github.com/weichx/AbilitySystem
  • https://github.com/dongweiPeng/SkillSystem (丰富的接口可便于使用扩展 完整的技能效果流程【如流程图】 配套的技能管理器 自定义的技能数据表)
  • https://github.com/sjai013/UnityGameplayAbilitySystem (The approach for this is taken from that used by Unreal's Gameplay Ability System, but implemented in Unity using the Data-Oriented Technology Stack (DOTS) where possible.)
  • https://github.com/dx50075/SkillSystem (skill system for unity , 思路 http://blog.csdn.net/qq18052887/article/details/50358463 技能描述文件如下 skill(1000) //技能1 { FaceToTarget(0) PlayAnimation(1,Skill_1) Bullet(1.3,Bullet,7) PlayEffect(0,Explode8,3) })

参考引用

  • https://github.com/egametang/ET