UnrealScript game programming all in one /
副标题:无
作 者:John P. Flynt, Chris Caviness.
分类号:
ISBN:9781598631487
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简介
Summary:
Publisher Summary 1
This beginners' guide provides instructions for creating a development environment for UnrealScript, explains basic object-oriented programming concepts, and introduces UnrealScript syntax. The authors walk through DOS scripts, primitive data types, operators, built-in functions, strings, control statements, arrays, enumerations, classes, objects, and associations. The CD-ROM contains script files. Annotation 漏2006 Book News, Inc., Portland, OR (booknews.com)
Publisher Summary 2
UnrealScript Game Programming All in One provides you with an introduction to the basics of UnrealScript, an essential part of the Unreal Tournament game engine. This game engine has been used to develop some of the most popular, most praised games in existence today. If you are new to programming and want to begin with a language that puts you in a position to immediately work with a game, then UnrealScript is ideal. Written to help you develop the fundamental programming skills you need to immediately begin working with modifications to Unreal Tournament, this book offers approximately 70 starter programs designed as beginner-level workarounds to the Unreal Tournament class hierarchy. Get ready to jump into this easy-to-follow guide to programming, UnrealScript, and Unreal Tournament!
Publisher Summary 3
"UnrealScript Game Programming" focuses on providing professionals, students, and hobbyists with a solid grounding in the features and development tasks characteristic of UnrealScript. A comprehensive guide to the features of programming a game, it begins with basic language features and how to set up a primary computing environment for programming and progresses through the construction of a complete, fully function game in Unreal Tournament. "UnrealScript Game Programming" gives readers a welcome alternative to the spotty, incomplete, and inconsistent treatments of basic programming and basic programming features that characterize all other sources of information about UnrealScript.
目录
Introduction p. xiii
The World of UnrealScript Programming p. 1
UnrealScript p. 2
Development Focus p. 3
Source Sites p. 4
Unreal Wiki p. 12
Installing the DVD Version of UT2004 p. 14
The Windows Routine p. 15
The Unreal Routine p. 15
Conclusion p. 19
Setting Up for Programming p. 21
A General View of the Engine p. 22
UnrealScript Interpretation p. 22
UnrealScript Classes p. 22
Abstraction and Class p. 24
Game Figuration p. 26
The UT2004 Files and Directories p. 28
Interpreted Programs p. 30
Packages p. 31
Programming Concepts p. 33
Scripts, Languages, Compilers, Interpreters p. 34
The Process of Programming with UnrealScript p. 35
From the Ground up with DOS p. 35
The Command Prompt p. 35
DOS Commands p. 39
DOS Navigation to Reach the UT2004 System Folder p. 41
The ucc make Command p. 43
Compiler Actions p. 44
Errors and Warnings p. 45
Conclusion p. 45
Setting Up for Development p. 47
Creating a Hello World Program p. 48
Creating a HelloWorld Package p. 48
Using Notepad to Create HelloWorld.uc p. 52
Entering the Code for HelloWorld p. 54
Editing the UT2004.ini File p. 56
Inspection Only-Backup p. 58
Creating a Backup p. 58
Emergency Replacement p. 59
Adding an EditPackages Line to UT2004.ini p. 59
Running ucc make with HelloWorld p. 61
The Intermediary (*.u) File p. 63
Running HelloWorld p. 64
Deleting *.u Files p. 65
Editing and Recompiling p. 66
Starting an Editing Cycle p. 67
Failure to Delete Old Object Files p. 68
Cleaning Up Object Files and Compiling p. 70
Conclusion p. 72
Setting Up ConTEXT p. 73
Setting Up an Editor for UnrealScript p. 74
Obtaining ConTEXT p. 74
Installing ConTEXT p. 78
Installing the Highlighter for UnrealScript p. 81
Setting ConTEXT Options p. 83
Accessing Your UnrealScript Files p. 84
Setting Up the Highlighter p. 84
Setting Up Associations p. 86
Setting the Backup Directory p. 87
Word Wrap and the Ruler p. 88
UnrealScript Editing Issues and ConTEXT p. 88
Class and Package Incongruity p. 88
Class Names and Warnings: Replace p. 90
Conclusion p. 91
Shell Scripts with ConTEXT p. 95
Shell Scripts with ConTEXT p. 95
Creating a DOS Script File p. 96
What You Just Typed p. 98
A Larger View of DOS Scripts p. 101
ConTEXT for DOS Scripts p. 102
Setting the F9 Key p. 104
Using a Function Key to Execute a Script p. 106
Creating a Shell Script with Parameters p. 107
Testing a Script p. 111
Defensive Programming p. 111
Conclusion p. 112
Programming the Make.bat File p. 113
Replacing ucc make with a Script p. 113
Back Up the System Directory p. 115
Create Copies of the UT2004.ini File p. 115
Copying Using the Command Prompt p. 116
Windows Copying p. 116
Inspecting the *.ini File p. 117
Creating the Make.bat Script p. 118
Verify F9 Script Settings p. 119
Specifying Make.bat p. 121
Developing the Code p. 122
Comments and Conditions p. 124
Testing the Make.bat Script p. 126
Testing in DOS p. 127
Test for Correct Interaction p. 127
Test for Incorrect Interaction p. 129
Setting the F10 Function Key for Make.bat p. 130
Try It Out on HelloWorld p. 131
Conclusion p. 134
More Function Keys for ConTEXT p. 135
Further Automation for Running Your Programs p. 136
Reviewing Previous Work p. 137
Creating a Script to Automate Execution p. 138
The Code for the executeUCC.bat Program p. 140
Testing in DOS p. 141
Associating executeUCC with the uc F9 Key p. 142
Generating Customized *.ini Files p. 144
The Code for the createCustom.bat Program p. 146
Testing in DOS p. 149
Associating createCustomIni.bat with the F11 Key p. 149
Programming copyCustomIni.bat p. 154
Testing in DOS p. 156
Assigning copyCustomIni.bat to the uc F12 Key p. 157
The Context Key Summary p. 159
Conclusion p. 160
Refining Your Programming Routine p. 161
Chapters and Packages p. 162
Copying and PARAMETERS p. 163
Compile and Run Your File p. 167
The ConTEXT Key Use Summary p. 169
Troubleshooting p. 170
Programming Routines p. 171
Comments and Parameters p. 173
Class p. 173
Functions p. 173
Log p. 174
Reducing Compilation Time p. 175
Creating a Template *.ini File p. 176
Copying to the UT2004 System Directory p. 180
Compiling the Short List p. 181
Conclusion p. 183
Fundamental UnrealScript Data Types p. 185
Data Designations p. 186
Once Again... Setting Up p. 186
Customizing the *.ini File p. 189
Compiling and Running p. 190
Working with Files from the CD p. 192
Integers as Bits and Bytes p. 193
Integers as Identifiers p. 194
Naming Names p. 195
Keywords and Scope p. 196
Names and Places p. 197
Definition and Assignment p. 199
Using the log() Function p. 200
Identifiers of the byte Type p. 201
Identifiers of the bool Type p. 203
Identifiers of the float Type p. 204
Scientific Notation p. 204
Using Constants p. 206
Identifiers of the string Type p. 209
Conclusion p. 214
Data Types, Operators, and Operations p. 215
Varieties of Operators and Operations p. 216
The Overall Picture p. 217
Basic Operators for Quantity and Relation p. 218
Accumulating Values p. 220
Negation and Inequality p. 223
Promotion, Precedence, and Associativity p. 226
Boolean Operators p. 228
Bitwise Operators p. 231
Casting p. 234
Casts to the bool Type p. 234
Casts to Integer Values p. 237
Casts to float Values p. 240
Numbers as Strings p. 242
Conclusion p. 245
Built-In Numeric Functions p. 247
The UnrealScript Object p. 248
Functions Involving Integer Values p. 250
Random Numbers and Pi p. 252
Random Integer Numbers p. 256
Unshifted and Shifted Random Integers p. 257
Constants and Random Range p. 258
Value, Exponential, Root, and Log Functions with Real Numbers p. 259
Real Minimums and Maximums p. 262
A Real Value Related to a Range p. 262
Real Absolutes, Logs, and Exponents p. 263
Squares and Roots for Real Numbers p. 263
Interpolation, Rounding, and Ceilings for Real Numbers p. 264
Rounding and Finding Ceilings of Numbers p. 266
Using Linear Interpolation p. 266
Trigonometry p. 268
Conclusion p. 271
Built-in String Functions p. 273
Basic String Functions p. 274
Locating a String within a String p. 278
Returning Left and Right Substrings p. 279
Lowercase, Uppercase, and the End of a String p. 280
More String Functions p. 281
Evaluating and Replacing p. 284
Extracting with EatStr() p. 285
Evaluating Strings p. 286
Replacing Substrings with Repl() p. 287
Replacing Substrings with ReplaceText() p. 287
Comparison p. 287
Comparing Complete Strings p. 290
Comparing Parts of Strings p. 291
Splitting and Joining p. 293
Conclusion p. 296
Control Statements p. 297
Expressions and Statements p. 298
Control Statements p. 299
Program Flow p. 299
Flow and Sequence p. 300
Goto p. 302
Functional Ordering p. 304
Precedence p. 306
Sequence and Incremental Operations p. 308
Relational and Logical Operators p. 310
Flow and Selection p. 313
The if Control Statement p. 314
The if...else Selection Structure p. 316
The if...else if...else Statement p. 319
The switch Structure p. 323
Conclusion p. 328
Repetition Control Statements p. 331
Flow as Repetition p. 331
The for Statement p. 333
Varying for Count Intervals p. 336
Using break and continue p. 339
The while Statement p. 342
The do...until Statement p. 345
Mineral Luck with a while Loop and Selection Statements p. 348
Conclusion p. 352
Arrays p. 353
Basics of Arrays p. 354
Static Arrays p. 356
Defining Static Arrays p. 358
Traversal and Access Errors p. 359
Operators and Functions with Arrays p. 360
Dynamic Arrays p. 362
Dynamic Array as a Template p. 362
Attributes and Operations p. 363
Initializing and Assigning Using Indexes p. 368
Inserting Elements p. 369
Deleting Elements p. 371
Controlling Shuttles with Stacks p. 371
Using a Stack as an Accumulator p. 373
Tracking Customers with a Queue p. 379
Conclusion p. 385
Structures and Enumerations p. 387
Structures p. 388
Structures and Arrays p. 393
Enumerations p. 397
Vector Explorations p. 401
Manual Vector Operations p. 403
The Unit Vector p. 406
Built-in Structs p. 410
Using the Built-in Vector p. 411
Adding, Subtracting, and Multiplying p. 412
Cross and Dot Products p. 413
Manual Operations Using Vector p. 414
Selected Vector Functions p. 418
Conclusion p. 423
Classes and Objects p. 425
Adjusting for Classes and Objects p. 426
Class Definitions p. 427
Expanding the View p. 428
Standard Class Definitions p. 432
Drawing Pictures of Class Definitions p. 433
Instances and Objects p. 435
Working with Play p. 435
Setting Up a Utility Class for Testing p. 437
Adding a Skeleton Version of Play p. 439
Creating an Instance of the Class p. 440
Final Round: Test the Object p. 442
From Utility to Chapter Package p. 443
Finish the Testing p. 445
Conclusion p. 447
Functions and Classes p. 449
Function Basics p. 450
Designing Functions p. 459
Analysis and Abstraction p. 461
Contexts p. 463
Services and Responsibilities p. 463
The Interface and Data Hiding p. 465
Encapsulation p. 467
Keywords Relating to Functions p. 468
Exploring Interface Issues p. 469
Keywords for Functions p. 473
Static Functions p. 476
Using the out Keyword p. 476
Coercing an Argument p. 477
Making Arguments Optional p. 478
Testing the Decoration Class p. 480
Conclusion p. 482
Classes and Class Associations p. 485
Associations among Classes p. 486
A System of Classes p. 486
The Class Hierarchy p. 486
Candidate Entities and Events p. 488
Scenarios and Use Cases p. 490
Tracing Events and Finding Objects p. 492
Collaborators and Responsibilities p. 494
Use Case Confirmation p. 496
Using a Sequence Diagram from the UML p. 497
Showing a System of Associated Classes p. 499
Contexts of Association p. 501
How Associations Happen p. 502
The Package Diagram p. 503
Setting Up for Implementation p. 504
Implementing Element p. 506
Element Attributes p. 508
Member Functions p. 509
Testing the Element Class p. 510
Implementing the Script Class p. 514
Accessing and Adding Elements p. 517
Viewing Element Information p. 518
Counting and Deleting Elements p. 519
Testing the Script Class p. 520
Conclusion p. 523
Associations and Generalizations p. 525
Continuing Development p. 526
Managing Packages and Files p. 526
Implementing the Actor Class p. 528
Actor Class Attributes p. 532
Actor Class Member Functions p. 533
Adding Interpretations p. 534
Accessing Interpretations p. 535
Testing the Actor Class p. 536
The Basic Interface p. 539
Stressing the Functions p. 541
Implementing the Prop Class p. 542
Prop Attributes and Functions p. 543
Testing Prop p. 544
Implementing the Stage Class p. 545
Attributes p. 547
Assigning Interpretations p. 549
Retrieving Interpretations p. 549
Initialization of the Script Object p. 550
Adding New Events p. 551
Making Script Events p. 552
Playing Script Lines p. 553
Prop Updating, Adding, and Positioning p. 555
Actor Concerns p. 557
Testing the Stage Class p. 559
Inheritance p. 561
Modifying the Prop Class with Protected p. 562
Implementing SoundProp p. 563
Testing SoundProp p. 566
Polymorphism p. 567
Implementing the StageProp Class p. 568
Testing Polymorphism p. 570
Gaining a Perspective p. 573
Conclusion p. 575
Index p. 577
The World of UnrealScript Programming p. 1
UnrealScript p. 2
Development Focus p. 3
Source Sites p. 4
Unreal Wiki p. 12
Installing the DVD Version of UT2004 p. 14
The Windows Routine p. 15
The Unreal Routine p. 15
Conclusion p. 19
Setting Up for Programming p. 21
A General View of the Engine p. 22
UnrealScript Interpretation p. 22
UnrealScript Classes p. 22
Abstraction and Class p. 24
Game Figuration p. 26
The UT2004 Files and Directories p. 28
Interpreted Programs p. 30
Packages p. 31
Programming Concepts p. 33
Scripts, Languages, Compilers, Interpreters p. 34
The Process of Programming with UnrealScript p. 35
From the Ground up with DOS p. 35
The Command Prompt p. 35
DOS Commands p. 39
DOS Navigation to Reach the UT2004 System Folder p. 41
The ucc make Command p. 43
Compiler Actions p. 44
Errors and Warnings p. 45
Conclusion p. 45
Setting Up for Development p. 47
Creating a Hello World Program p. 48
Creating a HelloWorld Package p. 48
Using Notepad to Create HelloWorld.uc p. 52
Entering the Code for HelloWorld p. 54
Editing the UT2004.ini File p. 56
Inspection Only-Backup p. 58
Creating a Backup p. 58
Emergency Replacement p. 59
Adding an EditPackages Line to UT2004.ini p. 59
Running ucc make with HelloWorld p. 61
The Intermediary (*.u) File p. 63
Running HelloWorld p. 64
Deleting *.u Files p. 65
Editing and Recompiling p. 66
Starting an Editing Cycle p. 67
Failure to Delete Old Object Files p. 68
Cleaning Up Object Files and Compiling p. 70
Conclusion p. 72
Setting Up ConTEXT p. 73
Setting Up an Editor for UnrealScript p. 74
Obtaining ConTEXT p. 74
Installing ConTEXT p. 78
Installing the Highlighter for UnrealScript p. 81
Setting ConTEXT Options p. 83
Accessing Your UnrealScript Files p. 84
Setting Up the Highlighter p. 84
Setting Up Associations p. 86
Setting the Backup Directory p. 87
Word Wrap and the Ruler p. 88
UnrealScript Editing Issues and ConTEXT p. 88
Class and Package Incongruity p. 88
Class Names and Warnings: Replace p. 90
Conclusion p. 91
Shell Scripts with ConTEXT p. 95
Shell Scripts with ConTEXT p. 95
Creating a DOS Script File p. 96
What You Just Typed p. 98
A Larger View of DOS Scripts p. 101
ConTEXT for DOS Scripts p. 102
Setting the F9 Key p. 104
Using a Function Key to Execute a Script p. 106
Creating a Shell Script with Parameters p. 107
Testing a Script p. 111
Defensive Programming p. 111
Conclusion p. 112
Programming the Make.bat File p. 113
Replacing ucc make with a Script p. 113
Back Up the System Directory p. 115
Create Copies of the UT2004.ini File p. 115
Copying Using the Command Prompt p. 116
Windows Copying p. 116
Inspecting the *.ini File p. 117
Creating the Make.bat Script p. 118
Verify F9 Script Settings p. 119
Specifying Make.bat p. 121
Developing the Code p. 122
Comments and Conditions p. 124
Testing the Make.bat Script p. 126
Testing in DOS p. 127
Test for Correct Interaction p. 127
Test for Incorrect Interaction p. 129
Setting the F10 Function Key for Make.bat p. 130
Try It Out on HelloWorld p. 131
Conclusion p. 134
More Function Keys for ConTEXT p. 135
Further Automation for Running Your Programs p. 136
Reviewing Previous Work p. 137
Creating a Script to Automate Execution p. 138
The Code for the executeUCC.bat Program p. 140
Testing in DOS p. 141
Associating executeUCC with the uc F9 Key p. 142
Generating Customized *.ini Files p. 144
The Code for the createCustom.bat Program p. 146
Testing in DOS p. 149
Associating createCustomIni.bat with the F11 Key p. 149
Programming copyCustomIni.bat p. 154
Testing in DOS p. 156
Assigning copyCustomIni.bat to the uc F12 Key p. 157
The Context Key Summary p. 159
Conclusion p. 160
Refining Your Programming Routine p. 161
Chapters and Packages p. 162
Copying and PARAMETERS p. 163
Compile and Run Your File p. 167
The ConTEXT Key Use Summary p. 169
Troubleshooting p. 170
Programming Routines p. 171
Comments and Parameters p. 173
Class p. 173
Functions p. 173
Log p. 174
Reducing Compilation Time p. 175
Creating a Template *.ini File p. 176
Copying to the UT2004 System Directory p. 180
Compiling the Short List p. 181
Conclusion p. 183
Fundamental UnrealScript Data Types p. 185
Data Designations p. 186
Once Again... Setting Up p. 186
Customizing the *.ini File p. 189
Compiling and Running p. 190
Working with Files from the CD p. 192
Integers as Bits and Bytes p. 193
Integers as Identifiers p. 194
Naming Names p. 195
Keywords and Scope p. 196
Names and Places p. 197
Definition and Assignment p. 199
Using the log() Function p. 200
Identifiers of the byte Type p. 201
Identifiers of the bool Type p. 203
Identifiers of the float Type p. 204
Scientific Notation p. 204
Using Constants p. 206
Identifiers of the string Type p. 209
Conclusion p. 214
Data Types, Operators, and Operations p. 215
Varieties of Operators and Operations p. 216
The Overall Picture p. 217
Basic Operators for Quantity and Relation p. 218
Accumulating Values p. 220
Negation and Inequality p. 223
Promotion, Precedence, and Associativity p. 226
Boolean Operators p. 228
Bitwise Operators p. 231
Casting p. 234
Casts to the bool Type p. 234
Casts to Integer Values p. 237
Casts to float Values p. 240
Numbers as Strings p. 242
Conclusion p. 245
Built-In Numeric Functions p. 247
The UnrealScript Object p. 248
Functions Involving Integer Values p. 250
Random Numbers and Pi p. 252
Random Integer Numbers p. 256
Unshifted and Shifted Random Integers p. 257
Constants and Random Range p. 258
Value, Exponential, Root, and Log Functions with Real Numbers p. 259
Real Minimums and Maximums p. 262
A Real Value Related to a Range p. 262
Real Absolutes, Logs, and Exponents p. 263
Squares and Roots for Real Numbers p. 263
Interpolation, Rounding, and Ceilings for Real Numbers p. 264
Rounding and Finding Ceilings of Numbers p. 266
Using Linear Interpolation p. 266
Trigonometry p. 268
Conclusion p. 271
Built-in String Functions p. 273
Basic String Functions p. 274
Locating a String within a String p. 278
Returning Left and Right Substrings p. 279
Lowercase, Uppercase, and the End of a String p. 280
More String Functions p. 281
Evaluating and Replacing p. 284
Extracting with EatStr() p. 285
Evaluating Strings p. 286
Replacing Substrings with Repl() p. 287
Replacing Substrings with ReplaceText() p. 287
Comparison p. 287
Comparing Complete Strings p. 290
Comparing Parts of Strings p. 291
Splitting and Joining p. 293
Conclusion p. 296
Control Statements p. 297
Expressions and Statements p. 298
Control Statements p. 299
Program Flow p. 299
Flow and Sequence p. 300
Goto p. 302
Functional Ordering p. 304
Precedence p. 306
Sequence and Incremental Operations p. 308
Relational and Logical Operators p. 310
Flow and Selection p. 313
The if Control Statement p. 314
The if...else Selection Structure p. 316
The if...else if...else Statement p. 319
The switch Structure p. 323
Conclusion p. 328
Repetition Control Statements p. 331
Flow as Repetition p. 331
The for Statement p. 333
Varying for Count Intervals p. 336
Using break and continue p. 339
The while Statement p. 342
The do...until Statement p. 345
Mineral Luck with a while Loop and Selection Statements p. 348
Conclusion p. 352
Arrays p. 353
Basics of Arrays p. 354
Static Arrays p. 356
Defining Static Arrays p. 358
Traversal and Access Errors p. 359
Operators and Functions with Arrays p. 360
Dynamic Arrays p. 362
Dynamic Array as a Template p. 362
Attributes and Operations p. 363
Initializing and Assigning Using Indexes p. 368
Inserting Elements p. 369
Deleting Elements p. 371
Controlling Shuttles with Stacks p. 371
Using a Stack as an Accumulator p. 373
Tracking Customers with a Queue p. 379
Conclusion p. 385
Structures and Enumerations p. 387
Structures p. 388
Structures and Arrays p. 393
Enumerations p. 397
Vector Explorations p. 401
Manual Vector Operations p. 403
The Unit Vector p. 406
Built-in Structs p. 410
Using the Built-in Vector p. 411
Adding, Subtracting, and Multiplying p. 412
Cross and Dot Products p. 413
Manual Operations Using Vector p. 414
Selected Vector Functions p. 418
Conclusion p. 423
Classes and Objects p. 425
Adjusting for Classes and Objects p. 426
Class Definitions p. 427
Expanding the View p. 428
Standard Class Definitions p. 432
Drawing Pictures of Class Definitions p. 433
Instances and Objects p. 435
Working with Play p. 435
Setting Up a Utility Class for Testing p. 437
Adding a Skeleton Version of Play p. 439
Creating an Instance of the Class p. 440
Final Round: Test the Object p. 442
From Utility to Chapter Package p. 443
Finish the Testing p. 445
Conclusion p. 447
Functions and Classes p. 449
Function Basics p. 450
Designing Functions p. 459
Analysis and Abstraction p. 461
Contexts p. 463
Services and Responsibilities p. 463
The Interface and Data Hiding p. 465
Encapsulation p. 467
Keywords Relating to Functions p. 468
Exploring Interface Issues p. 469
Keywords for Functions p. 473
Static Functions p. 476
Using the out Keyword p. 476
Coercing an Argument p. 477
Making Arguments Optional p. 478
Testing the Decoration Class p. 480
Conclusion p. 482
Classes and Class Associations p. 485
Associations among Classes p. 486
A System of Classes p. 486
The Class Hierarchy p. 486
Candidate Entities and Events p. 488
Scenarios and Use Cases p. 490
Tracing Events and Finding Objects p. 492
Collaborators and Responsibilities p. 494
Use Case Confirmation p. 496
Using a Sequence Diagram from the UML p. 497
Showing a System of Associated Classes p. 499
Contexts of Association p. 501
How Associations Happen p. 502
The Package Diagram p. 503
Setting Up for Implementation p. 504
Implementing Element p. 506
Element Attributes p. 508
Member Functions p. 509
Testing the Element Class p. 510
Implementing the Script Class p. 514
Accessing and Adding Elements p. 517
Viewing Element Information p. 518
Counting and Deleting Elements p. 519
Testing the Script Class p. 520
Conclusion p. 523
Associations and Generalizations p. 525
Continuing Development p. 526
Managing Packages and Files p. 526
Implementing the Actor Class p. 528
Actor Class Attributes p. 532
Actor Class Member Functions p. 533
Adding Interpretations p. 534
Accessing Interpretations p. 535
Testing the Actor Class p. 536
The Basic Interface p. 539
Stressing the Functions p. 541
Implementing the Prop Class p. 542
Prop Attributes and Functions p. 543
Testing Prop p. 544
Implementing the Stage Class p. 545
Attributes p. 547
Assigning Interpretations p. 549
Retrieving Interpretations p. 549
Initialization of the Script Object p. 550
Adding New Events p. 551
Making Script Events p. 552
Playing Script Lines p. 553
Prop Updating, Adding, and Positioning p. 555
Actor Concerns p. 557
Testing the Stage Class p. 559
Inheritance p. 561
Modifying the Prop Class with Protected p. 562
Implementing SoundProp p. 563
Testing SoundProp p. 566
Polymorphism p. 567
Implementing the StageProp Class p. 568
Testing Polymorphism p. 570
Gaining a Perspective p. 573
Conclusion p. 575
Index p. 577
UnrealScript game programming all in one /
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