更新时间:2021-08-27 11:59:41
coverpage
Unreal Development Kit Game Programming with UnrealScript
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files eBooks discount offers and more
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Time for action – heading
Reader feedback
Customer support
Chapter 1. Project Setup and Test Environments
System requirements
Time for action – Installing the UDK
Directory overview
Using external programs to code
Time for action – Installing ConTEXT
Time for action – Configuring ConTEXT
Time for action – Installing UnCo
Time for action – Configuring UnCodeX
Setting up a project
Time for action – Setting up AwesomeGame
Compiling and testing
Time for action – Compiling and testing AwesomeActor
Summary
Chapter 2. Storing and Manipulating Data
Variables and arrays
Time for action – Using booleans
Time for action – Using integers
Time for action – Using floats
Time for action – Using strings
Time for action – Using enums
Time for action – Using arrays
Time for action – Using dynamic arrays
Time for action – Using structs
Time for action – Using vectors
Time for action – Using rotators
Variable properties
Time for action – Using the default properties block
Time for action – Editable variables
Time for action – Creating config variables
Common operators
Time for action – Math!
Time for action – Using modulo
Time for action – Comparisons
Time for action – Using logical operators
Time for action – Concatenation
Flow control
Time for action – Using if/else
Time for action – Using the for statement
Time for action – Something
Time for action – Using switches
Chapter 3. Understanding the Class Tree
What is a class?
Time for action – All classes are created equally
Inheritance
Time for action – Examining inheritance
Time for action – Making a custom weapon
Time for action – Experiments with inheritance
Function overriding
Time for action – Creating a custom GameInfo and PlayerController
Time for action – Experiments with function overriding
Actors as variables
Time for action – Experiments with Actors as variables
Casting
Time for action – Casting Actor variables
Time for action – A practical example of casting for our game
Chapter 4. Making Custom Classes
Creating a class
Time for action – Creating the weapon branch
Class modifiers
Time for action – Using abstract
Time for action – Hidecategories
Actors versus objects
Common UnrealScript classes
Time for action – Expanding AwesomeGame
Time for action – SHOOT NOW!
Time for action – Customizing the Pawn class
Time for action – Expanding the Controller
Time for action – No my left!
Time for action – Detecting collisions to give our Pawn damage
Time for action – Making the TestEnemies move
Time for action – Using the HUD
Chapter 5. Using Functions
What's your function?
Creating and calling functions
Time for action – Writing a function
Time for action – Calling custom functions
Time for action – What's your malfunction?
Local versus instance variables
Time for action – Using local variables
Time for action – Using Actors as local variables
Time for action – Modifying the projectile