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        <title>Introducere în Unity</title>
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        <description>Introducere în Unity

Unity3D

Cerinte:

- crearea unui environment: teren, obiecte importate si texturate (ex copaci, masini etc.)

- obiect controlat de la tastatura

- obiecte cu coliziune

- scripting: un obiect care sa se roteasca in permanenta</description>
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        <title>Introducere in 2D</title>
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        <description>Introducere in 2D

Parametri

Parametri se pot controla in editor atat timp cat sunt definiti ca variabile publice sau serializabile.

Se pot defini atat variabile simple cat si liste (array)


public float speed;

public Sprite[] images;


[SerializeField]
private Text scoreText;
    
[SerializeField]
private GameObject[] enemyTypes;</description>
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        <title>Animatii si interactiuni 2D</title>
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        <description>Animatii si interactiuni 2D

Animatii 2D in Unity

In Unity (versiunea curenta) avem doua posibilitati de a face animatii 2D: sprite-sheet si bone-based.



În prima imagine, caracterul este prezentat în mai multe poziții, cu o secvență de poziții pentru diferite acțiuni. Aceasta imagine reprezinta un sprite-sheet, fiind foarte popular in jocurile 2D. Aceasta vă permite să vă imaginați în mod clar modul în care se va mișca în joc.</description>
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        <title>Tilemaps 2D</title>
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        <description>Tilemaps 2D

Elemente componente

	*  Grid: componenta de tip canvas, in care se pot adauga tilemap-uri
	*  Tilemap: obiectul in care se vor adauga tile-urile
	*  Tilemap Renderer: componenta care controleaza cum se deseneaza tile-urile
	*  Tile Palette: asset ce defineste o colectie de tile-urile ce ar putea fi folosite
	*  Tile: asset ce poate contine un Sprite, o culoare sau un colider</description>
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        <dc:date>2018-11-14T19:34:25+03:00</dc:date>
        <title>Introducere in 3D</title>
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        <description>Introducere in 3D

Controlul caracterelor in 3D

Pentru miscarea si controlul caracterelor in 3D sunt posibile mai multe abordari.

CharacterController

CharacterController este o componenenta ce poate fi adaugata pentru a putea controla caracaterul. Aceasta componenta nu foloseste elemente de fizica in nici nu fel, dar vine atasat cu un collider de baza Capsule Collider care nu permite intrarea in alte collidere. Acest lucru simplifica foarte mult scriptarea caracterului.</description>
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        <dc:date>2019-10-02T12:59:02+03:00</dc:date>
        <title>Animatii si interactiuni 3D</title>
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        <description>Animatii si interactiuni 3D

Navigare automata

NavMesh

Pentru navigarea automata a personajelor pana la un punct pe harta, indiferent ca e vorba de un personaj controlat sau un agent inteligent, avem nevoie in primul rand de generarea unor zone in care acestea sa se poata misca. Aceste zone poarta numele de Navigation Mesh sau NavMesh, prescurtat. In Unity se pot genera automat acest NavMesh folosind utilitarul de Navigation Bake: Window &gt; AI &gt; Navigation &gt; Bake.</description>
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        <title>Mecanici avansate in 3D</title>
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        <description>Mecanici avansate in 3D

Agenti

Pentru a programa inamici sau agenti NPC (Non-Playable Character) se poate folosi aceeasi functionalitate de navigare automata (NavMesh) si componenta de tip NavMeshAgent, pentru navigatie, similar cu sectiunea de Navigare automata din laboratorul precedent.</description>
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        <dc:date>2020-01-15T16:51:24+03:00</dc:date>
        <title>Multiplayer (bonus)</title>
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        <description>Exista mai multe metode de a face un joc controlabil de mai multi jucatori in acelasi timp:

	*  Non-network: jucatorii joaca pe acelasi dispozitiv prin ture, controland caractere diferite sau avand ecranul impartit
	*  Network: jucatorii joaca pe dispozitive diferite, existand un server sau unul din juctori preluand si rolul de server (host) iar restul fiind clienti</description>
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        <description>Efecte vizuale si audio</description>
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        <dc:date>2018-10-11T01:49:55+03:00</dc:date>
        <title>Laboratorul 10.</title>
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        <description>Laboratorul 10.</description>
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        <title>Laboratorul 11.</title>
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        <description>Laboratorul 11.</description>
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        <title>Laboratorul 12.</title>
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        <description>Laboratorul 12.</description>
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