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[GigaCourse.Com] Udemy - RPG Core Combat Creator Learn Intermediate Unity C Coding

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视频 2023-1-28 12:57 2024-12-1 14:00 207 12.17 GB 184
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文件列表
  1. 1 - Introduction & Setup/1 - Welcome To The Course.mp467.8MB
  2. 1 - Introduction & Setup/2 - Install Unity 20183.mp457.07MB
  3. 1 - Introduction & Setup/3 - Install Visual Studio Code.mp424.26MB
  4. 1 - Introduction & Setup/5 - Quick Game Design Overview.mp454.05MB
  5. 1 - Introduction & Setup/6 - Architectural Overview.mp469.43MB
  6. 1 - Introduction & Setup/7 - Community & Support.mp478.07MB
  7. 10 - Simple Weapons/107 - Section Overview Simple Weapons.mp411.04MB
  8. 10 - Simple Weapons/108 - Equip A Weapon.mp4128.07MB
  9. 10 - Simple Weapons/109 - Animator Override Controller.mp448.79MB
  10. 10 - Simple Weapons/110 - Creating Scriptable Objects.mp449.25MB
  11. 10 - Simple Weapons/111 - Unarmed As A Weapon.mp480.46MB
  12. 10 - Simple Weapons/112 - Basic Weapon Pickup.mp497.38MB
  13. 10 - Simple Weapons/113 - Left Handed Weapons.mp4119.98MB
  14. 10 - Simple Weapons/114 - Make A Weapon Projectile.mp4113.29MB
  15. 10 - Simple Weapons/115 - Shoot Projectiles.mp4108.02MB
  16. 10 - Simple Weapons/116 - Damage From Projectiles.mp473.87MB
  17. 10 - Simple Weapons/117 - Trails & Prefab Variants.mp4107.25MB
  18. 10 - Simple Weapons/118 - Destroy Old Weapon.mp496.32MB
  19. 10 - Simple Weapons/119 - Improve Projectile Behaviour.mp4137.97MB
  20. 10 - Simple Weapons/120 - Fireball Weapon & Pickup.mp476.03MB
  21. 10 - Simple Weapons/121 - Fireball Particle System.mp491.02MB
  22. 10 - Simple Weapons/122 - Projectile Impact Effect.mp445.98MB
  23. 10 - Simple Weapons/123 - Destroy The Unwanted.mp4110.54MB
  24. 10 - Simple Weapons/124 - Resetting The Default Animator.mp450.4MB
  25. 10 - Simple Weapons/125 - Dynamic Resource Loading.mp471.51MB
  26. 10 - Simple Weapons/126 - Saving Weapon Choice.mp425.81MB
  27. 10 - Simple Weapons/127 - Pickup Respawning.mp420.13MB
  28. 11 - Character Stats/128 - Progression Design.mp454.76MB
  29. 11 - Character Stats/129 - Progression Scriptable Object.mp464.38MB
  30. 11 - Character Stats/130 - Looking Up The Health Stat.mp464.85MB
  31. 11 - Character Stats/131 - Debug Health Display.mp478.02MB
  32. 11 - Character Stats/132 - Enemy Health Display.mp429.27MB
  33. 11 - Character Stats/133 - Awarding Experience Points.mp492.59MB
  34. 11 - Character Stats/134 - Editing Scriptable Object Files.mp474.48MB
  35. 11 - Character Stats/135 - Finding A Stat By Enum.mp461.74MB
  36. 11 - Character Stats/136 - Saving Experience Points.mp428.65MB
  37. 11 - Character Stats/137 - Displaying Experience.mp423.96MB
  38. 11 - Character Stats/138 - Performant Lookups With Dictionaries.mp476.48MB
  39. 11 - Character Stats/139 - Levelling Up.mp4123.85MB
  40. 11 - Character Stats/140 - Displaying The Level.mp426.99MB
  41. 11 - Character Stats/141 - Squashing Health Bugs.mp469.43MB
  42. 11 - Character Stats/142 - Events And Delegates.mp455.68MB
  43. 11 - Character Stats/143 - Delegates And Actions For Leveling Up.mp459.54MB
  44. 11 - Character Stats/144 - Saving Race Conditions.mp430.68MB
  45. 11 - Character Stats/145 - Level Up Events And Particle Effects.mp4105.95MB
  46. 11 - Character Stats/146 - Damage Progression.mp487.55MB
  47. 11 - Character Stats/147 - Extensible Modifier System.mp447.48MB
  48. 11 - Character Stats/148 - Percentage Modifiers.mp453.72MB
  49. 11 - Character Stats/149 - Data Hazards And Race Conditions.mp452.65MB
  50. 11 - Character Stats/150 - Hunting Down Race Conditions.mp455.56MB
  51. 11 - Character Stats/151 - Awake vs Start.mp486.49MB
  52. 11 - Character Stats/152 - Lazy Initialisation.mp478.95MB
  53. 11 - Character Stats/153 - Progression Stats Spreadsheet.mp4164.41MB
  54. 12 - Final Polish/154 - Configurable Cursors.mp490.77MB
  55. 12 - Final Polish/155 - Cursors And UI.mp472.77MB
  56. 12 - Final Polish/156 - Generic Raycastable Components.mp497.75MB
  57. 12 - Final Polish/157 - Cursor Type With IRaycastable.mp442.9MB
  58. 12 - Final Polish/158 - Raycast Sorting.mp441.65MB
  59. 12 - Final Polish/159 - Raycasting To A NavMesh.mp4107.49MB
  60. 12 - Final Polish/160 - Calculating A NavMesh Path.mp4107.31MB
  61. 12 - Final Polish/161 - In Game UI.mp441.32MB
  62. 12 - Final Polish/162 - Text Fading Animation.mp422.48MB
  63. 12 - Final Polish/163 - Spawning Damage Text.mp434.26MB
  64. 12 - Final Polish/164 - Using Unity Events.mp482.25MB
  65. 12 - Final Polish/165 - Updating The Damage Text Value.mp430.54MB
  66. 12 - Final Polish/166 - Unity Events With Parameters.mp446.21MB
  67. 12 - Final Polish/167 - Health Bar UI.mp474.32MB
  68. 12 - Final Polish/168 - Updating The Health Bar Scale.mp440.51MB
  69. 12 - Final Polish/169 - Disabling Empty Health Bars.mp427.59MB
  70. 12 - Final Polish/170 - Fixing The Fader.mp492.27MB
  71. 12 - Final Polish/171 - Coroutine Race Conditions.mp498.14MB
  72. 12 - Final Polish/172 - Camera Facing LateUpdate Fix.mp411.55MB
  73. 12 - Final Polish/173 - Sound Effects And UnityEvents.mp484.3MB
  74. 12 - Final Polish/174 - Weapon Prefab Refactor.mp433.39MB
  75. 12 - Final Polish/175 - Fighter To Weapon Communication.mp441.22MB
  76. 12 - Final Polish/176 - Boom Microphone Audio Listener.mp438.39MB
  77. 12 - Final Polish/177 - Health Pickup Hack.mp479.91MB
  78. 12 - Final Polish/178 - Visual Polish Audit.mp453.53MB
  79. 12 - Final Polish/179 - Visual Polish Part 1.mp477.2MB
  80. 12 - Final Polish/180 - Visual Polish.mp4193.72MB
  81. 12 - Final Polish/181 - Visual Polish.mp4171.89MB
  82. 12 - Final Polish/182 - Combat Moment Fine Tuning.mp4118.76MB
  83. 12 - Final Polish/183 - Bug Attacking Distant Enemies.mp435.55MB
  84. 12 - Final Polish/184 - Enemy AI Agro.mp432.53MB
  85. 12 - Final Polish/185 - Enemy Mob Mechanics.mp489.38MB
  86. 12 - Final Polish/186 - Bug Shooting Over Water.mp424.22MB
  87. 12 - Final Polish/187 - Youve Finished The Course.mp417.71MB
  88. 2 - Basic Movement/10 - Move Using Nav Mesh Agent.mp465.45MB
  89. 2 - Basic Movement/11 - Refining Your Nav Mesh.mp4109.06MB
  90. 2 - Basic Movement/12 - Introduction To Raycasting.mp471.78MB
  91. 2 - Basic Movement/13 - Implement Click.mp457.46MB
  92. 2 - Basic Movement/14 - Create A Fixed Follow Camera.mp458.42MB
  93. 2 - Basic Movement/15 - Animation Blend Trees.mp4140.04MB
  94. 2 - Basic Movement/16 - Match Animation To Movement.mp4180.55MB
  95. 2 - Basic Movement/17 - Basic Movement Tweaks.mp476.73MB
  96. 2 - Basic Movement/18 - Project Folder Structure.mp447.09MB
  97. 2 - Basic Movement/8 - Section Overview.mp45.88MB
  98. 2 - Basic Movement/9 - Create A Simple Sandbox.mp4115.89MB
  99. 3 - High Level Game Design/19 - Section Intro.mp419.77MB
  100. 3 - High Level Game Design/20 - 15 Page Game Design Document.mp4102.79MB
  101. 3 - High Level Game Design/21 - The Player Experience.mp4104.94MB
  102. 3 - High Level Game Design/22 - First Draft Of Your GDD.mp467.3MB
  103. 4 - Basic Combat/23 - Section Overview.mp415.47MB
  104. 4 - Basic Combat/24 - Separating The Control Layer.mp495.3MB
  105. 4 - Basic Combat/25 - Namespaces To See Dependencies.mp487.19MB
  106. 4 - Basic Combat/26 - Raycasting For Components.mp496.4MB
  107. 4 - Basic Combat/27 - Implementing Action Priority.mp444.11MB
  108. 4 - Basic Combat/28 - Move Within Range.mp438.54MB
  109. 4 - Basic Combat/29 - Cancelling Combat With Movement.mp448.01MB
  110. 4 - Basic Combat/30 - Decoupling Dependency Cycles.mp483.77MB
  111. 4 - Basic Combat/31 - Dependency Inversion With Interfaces.mp444.66MB
  112. 4 - Basic Combat/32 - Add Attack Animation.mp430.01MB
  113. 4 - Basic Combat/33 - Trigger Animation In Code.mp438.61MB
  114. 4 - Basic Combat/34 - Throttling Our Attacks.mp429.49MB
  115. 4 - Basic Combat/35 - Taking Damage.mp436.44MB
  116. 4 - Basic Combat/36 - Nested Prefabs And Variants.mp487.6MB
  117. 4 - Basic Combat/37 - Using Prefab Variants.mp499.49MB
  118. 4 - Basic Combat/38 - Any State Animations.mp428.54MB
  119. 4 - Basic Combat/39 - Trigger Death Animation.mp441.42MB
  120. 4 - Basic Combat/40 - Stop Attacking Already.mp449.07MB
  121. 4 - Basic Combat/41 - Look Them In The Eyes.mp453.56MB
  122. 4 - Basic Combat/42 - Ignore Dead Enemies.mp443.75MB
  123. 4 - Basic Combat/43 - Bugs What Bugs.mp485.57MB
  124. 5 - Enemy AI/44 - Section Overview.mp423.1MB
  125. 5 - Enemy AI/45 - Calculating AI Chase Distance.mp462.59MB
  126. 5 - Enemy AI/46 - Swappable Control Systems.mp448.76MB
  127. 5 - Enemy AI/47 - Disable Control When Dead.mp449.72MB
  128. 5 - Enemy AI/48 - Visualising With Gizmos.mp447.75MB
  129. 5 - Enemy AI/49 - AI Guarding Behaviour.mp431.13MB
  130. 5 - Enemy AI/50 - Thats Some Suspicious Behaviour.mp474.19MB
  131. 5 - Enemy AI/51 - Visualising Waypoints.mp442.73MB
  132. 5 - Enemy AI/52 - Waypoint Loops.mp430.48MB
  133. 5 - Enemy AI/53 - Patrolling Behaviour.mp465.77MB
  134. 5 - Enemy AI/54 - Dwelling At Waypoints.mp457.93MB
  135. 6 - First Moment/55 - Section Overview First Moment.mp422.79MB
  136. 6 - First Moment/56 - Design A Moment.mp430.64MB
  137. 6 - First Moment/57 - Sketch Your Moment.mp442.32MB
  138. 6 - First Moment/58 - Tips To Improve Workflow.mp4131.28MB
  139. 6 - First Moment/59 - Craft The Environment.mp4154.76MB
  140. 6 - First Moment/60 - Hits.mp4103.12MB
  141. 6 - First Moment/61 - Tweak Enemy Patrol.mp4121.73MB
  142. 6 - First Moment/62 - Cinemachine Follow Camera.mp485.17MB
  143. 6 - First Moment/63 - Make Cinematic Sequence.mp4146.91MB
  144. 6 - First Moment/64 - Trigger Cinemachine Cut Scene.mp4112.16MB
  145. 6 - First Moment/65 - The Observer Pattern In C.mp459.29MB
  146. 6 - First Moment/66 - Player Input In Cutscenes.mp433.77MB
  147. 7 - Scene Management/67 - Section Overview.mp415.79MB
  148. 7 - Scene Management/68 - Make A Second Scene.mp482.27MB
  149. 7 - Scene Management/69 - Scene Loading Portals.mp463.25MB
  150. 7 - Scene Management/70 - How Coroutines Work.mp4107.92MB
  151. 7 - Scene Management/71 - Wait For Scene To Load.mp419.41MB
  152. 7 - Scene Management/72 - Player Spawn Point.mp486.73MB
  153. 7 - Scene Management/73 - Cross Scene References.mp463.48MB
  154. 7 - Scene Management/74 - Canvas Groups For Fading.mp412.39MB
  155. 7 - Scene Management/75 - Nested Coroutines For Fading.mp478.89MB
  156. 7 - Scene Management/76 - Avoiding The Singleton Pattern.mp4121.83MB
  157. 8 - Saving Asset Pack/77 - Section Overview Saving Asset Pack.mp437.26MB
  158. 8 - Saving Asset Pack/78 - The Saving System Overview.mp427.88MB
  159. 8 - Saving Asset Pack/79 - Triggering Saving And Loading.mp434.1MB
  160. 8 - Saving Asset Pack/80 - Saveable Components And GameObjects.mp458.59MB
  161. 8 - Saving Asset Pack/81 - Challenge Saveable Health.mp442.08MB
  162. 8 - Saving Asset Pack/82 - Checkpoints Between Scenes.mp4111.82MB
  163. 8 - Saving Asset Pack/83 - Loading The Saved Scene.mp437.16MB
  164. 8 - Saving Asset Pack/84 - BONUS Capturing Multiple Parameters.mp444.93MB
  165. 9 - Saving System/100 - Saving Multiple Scenes.mp471.55MB
  166. 9 - Saving System/101 - Checkpoints Between Scenes.mp493.98MB
  167. 9 - Saving System/102 - ISaveable Components.mp4117.1MB
  168. 9 - Saving System/103 - Deduplicating UUIDs.mp4105.95MB
  169. 9 - Saving System/104 - Restoring Health.mp462.27MB
  170. 9 - Saving System/105 - Reloading The Last Scene.mp490.61MB
  171. 9 - Saving System/106 - Fading Before Scene Load.mp438.69MB
  172. 9 - Saving System/87 - Section Overview Saving System.mp423.33MB
  173. 9 - Saving System/88 - Save System Design.mp425.94MB
  174. 9 - Saving System/89 - Overview Of Binary Serialization.mp494.59MB
  175. 9 - Saving System/90 - File Paths In C.mp422.99MB
  176. 9 - Saving System/91 - Understanding Unicode.mp471.49MB
  177. 9 - Saving System/92 - Filestream Read And Write In C.mp450.73MB
  178. 9 - Saving System/93 - Converting To Binary In C.mp483.24MB
  179. 9 - Saving System/94 - BinaryFormatter For Serialization.mp4106.95MB
  180. 9 - Saving System/95 - Saveable Entities.mp4102.55MB
  181. 9 - Saving System/96 - Generating UUIDs In C.mp429.92MB
  182. 9 - Saving System/97 - Editing SerializedFields.mp499.88MB
  183. 9 - Saving System/98 - Serializing With SaveableEntities.mp461.98MB
  184. 9 - Saving System/99 - Saving Multiple Scenes.mp463.87MB
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