A Unity fighting game currently under heavy development.
Make sure you meet these requirements before starting to participate:
Install the correct version of Unity (Currently installed version: 2020.3.8f1)
Understand the structure of the code
Download the Zip file from this repository and decompress it or clone it through git to start participating in the project.
Git clone: https://github.com/TempleLo/MonsterFighting_UnityGame.git
Structure of the coding in this Unity project in a nutshell.
@There are three types of commanders: Player1, Player2, and AI.
@MF_GameSettings are the settings given by Commanders.
@LocalManager and NetworkManager gameobjects with be the ones setting MF_InfoStation through MF_GameSettings.
@Players or AI prefab are spawned by LocalManager and NetworkManager.
@Information the commanders can get are accessed through MF_InfoStation, not MF_GameSettings.
@MF_CommanderInfo is the only info in spawned prefab that receives information set by Manager.
@MF_SignInCompleteCheckCentral is a design pattern that acts as a central for components to inherit MF_ISignInCompleteCheck interface
and sign in to this central on code start, and can know when other component that have signed this interface has completed its code
by accessing this central.
"_Controlled" in the end of method name means it gets called from class that ends with "Control". "pas" means it gets called from other gameObjects.
- Cinemachine - (Already in Package Manager)
- Input System - (Already in Package Manager)
- Parrel Sync - For easier multiplayer development
- Github - Easier version control within Unity
Stay tuned.
- Temple Lin 林天牧 - Initial work and lead programmer - Temple Lin
See also the list of contributors who participated in this project.
This project is a closed source proprietary software.
- Heavily inspired to ECS code design. Hope to be redesigned to ECS code in the future.