The main content is the process of creating the game engine assets currently being created.
2019年4月12日金曜日
Fishes for Unreal Engine.
About BP_ChasingFish:
1. When a certain time has passed and when the satiety is negative, the nearest eatable food is searched.
2. The satiety decreases with time.
3. If there is food, it will go to the food.
4. When satiety are full, or when out of food, go for a wandering.
Inheritance relationship:
BP_FishCharacter<BPChasing*
(* Is the name of each fish)
BP_Chasing * chases BP_FishFood.
BP_Chasing * New will chase BP_FishFoodNew or BP_FishFoodNewCharacter.
Other than shark and tuna I recommend BP * ChasingFishNew.
About BP_FishFoodNew and BP_FishFoodNewCharacter:
FishTypes: Types of fish that can eat this food.
Amount: Every time a fish eats it is reduced by a mouthful of the fish and added to the satiety of the fish.
The food actor is destroyed when the amount becomes zero.
IsFloat: True if floating in water.
About BP_FoodSpawn:
The variable Amount determines the amount of each food, not the number of food generated.
(* Is the name of each fish)
BP_Chasing * chases BP_FishFood.
BP_Chasing * New will chase BP_FishFoodNew or BP_FishFoodNewCharacter.
Other than shark and tuna I recommend BP * ChasingFishNew.
About BP_FishFoodNew and BP_FishFoodNewCharacter:
FishTypes: Types of fish that can eat this food.
Amount: Every time a fish eats it is reduced by a mouthful of the fish and added to the satiety of the fish.
The food actor is destroyed when the amount becomes zero.
IsFloat: True if floating in water.
About BP_FoodSpawn:
The variable Amount determines the amount of each food, not the number of food generated.
2019年4月3日水曜日
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