Field Of View 1.1
Field of View is a component that helps to implement visualization of the area visible by the character. With its help, it is possible to implement game mechanics nicely represented by stealth-oriented real-time tactics games.
Field of View component has the following features:
● works nicely in 3D mode;
● can be individually/in bulk configured for any number of characters;
● is not static, it simulates the behavior of real character who can look around, seek for someone, etc;
● supports three modes of rotation:
1. ‘calm’ patrol, if no targets have appeared in the Field of View;
2. ‘peer’ on a target, whenever it is inside the Field of View area;
3. ‘cool-down’ after the target has just been gone out of Field of View area;
● supports flexible customisation of rotation patterns;
● supports different timings for target detection and cool-down periods;
● has a very flexible configuration of interaction with the game environment: transparency of every layer can be configured separately;
● allows to style visible Field of View area with colors or textures;
● has editor extension that simplifies the configuration and makes the area visible in both: play and edit modes, thus simplifies the process of level design;
Field of View 是一个有助于实现角色可见区域可视化的组件。 在它的帮助下,可以实现以潜行为导向的实时战术游戏所代表的游戏机制。
视场组件具有以下特点:
● 在3D模式下工作良好;
● 可单独/批量配置任意数量的字符;
●不是静态的,它模拟真实人物的行为,可以环顾四周、寻找某人等;
● 支持三种旋转模式:
1. 如果视野中没有出现目标,则“冷静”巡逻;
2. 每当目标位于视场区域内时,就“对等”目标;
3. 目标刚离开视野区域后的“冷却”;
● 支持灵活定制旋转模式;
● 支持不同的目标检测时机和冷却时间;
● 与游戏环境的交互配置非常灵活:每一层的透明度都可以单独配置;
● 允许使用颜色或纹理设置可见视野区域的样式;
● 具有编辑器扩展,可简化配置并使该区域在播放和编辑模式下均可见,从而简化关卡设计过程;
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