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[插件资源] Unity ORK Framework 2.7.0

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发表于 2017-3-10 01:00:42 |只看该作者 |倒序浏览
ORK Framework
http://orkframework.com


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Content
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- General Information
- Editor and Scene Wizard
- Tutorials
- Support
- Documentation
- Demo
- Package Description
- iOS Hints
- ORK Version Changelog



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General Information
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- DLL information
ORK Framework is included in your Unity project using DLLs.
This will dramatically increase your project's compile time if you change any of your own scripts.
The source code for gameplay related code is included - see the 'Package Description' section for details.

- ORK Project asset
When you first open the ORK Framework editor, a new ORK Project asset will be created.
This asset will contain all your ORK Framework settings made in the editor.
It's located at 'Assets/ORK Framework/ORKProject.asset'.

- Event assets
When you create events (e.g. game events, battle events, etc.), each event is stored in a separate file.
You can save the event assets anywhere in your Unity project.
To keep things organized, it's recommended to create a folder structure mirroring the purpose of the events.
E.g. separating game events by location.



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Editor and Scene Wizard
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- ORK Framework editor
In ORK Framework you'll create your game's data in the ORK Framework editor.
You can open the editor using Unity's menu: Window > ORK Framework.
You can also open the editor using the hot-key 'CTRL + ALT + O'.

The editor is separated into different sections, each section contains multiple sub-sections.
When saving, the editor will display what will change and, depending on what's been changed, offers to update events, scenes and prefabs.
When scenes are updated, please make sure to save your current scene first.

- ORK Scene Wizard
The ORK Scene Wizard is used to add your data to your scenes to create gameplay.
You can open the scene wizard using Unity's menu: Window > Scene Wizard.
You can also open the scene wizard using the hot-key 'CTRL + ALT + W'.



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Tutorials
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You can find different types of tutorials here:
http://orkframework.com/tutorials/

It's recommended to start with the Game Tutorials to learn using ORK Framework.
This series of tutorials covers creating a game with ORK Framework from start to finish.
You can find them here:
http://orkframework.com/tutorials/game/

If you're seeking information/help with a specific feature, take a look at the how-tos:
http://orkframework.com/tutorials/howto/

If you have any tutorial requests, don't hesitate and contact me:
contact@orkframework.com



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Support
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Need help or found a bug?

Please search for a solution in the ORK Community forum:
http://forum.orkframework.com/

Didn't find anything? Contact me:
contact@orkframework.com



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Documentation
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The documentation is built into the ORK Framework editor.
All settings are explained in the help window in the ORK Framework editor.

Information and help texts will be displayed if you hover with the mouse over a setting or foldout.
You can change this behaviour in the editor settings (Editor > Editor Settings).

There currently is no separate documentation available.



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Demo
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The demo.unitypackage file contains a demo project.

- Setting up the demo
To get the demo running, import the contents of demo.unitypackage into an empty project.
Make sure that ORK Framework is NOT imported before importing the demo.

Now, add all Unity scenes found in 'Assets/Tutorial Resources/Scenes/' to the project's build settings.
Use the Unity menu to open the build settings (File > Build Settings...) and drag the scenes on the 'Scenes In Build' area.

- Starting the demo
To start the demo, open the main menu scene (0 Main Menu) and press play.

- Controls
Use the 'Arrow' keys to move your player and change menu selections.
The 'Escape' key opens the menu. Use 'Enter' to accept and 'Right-Ctrl' to cancel.
In real time combat, use 'Space' to attack and 'Left-Ctrl' to open the battle menu.



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Package Description
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- Gizmos (folder)
Contains the gizmo icons (32x32) used by ORK Framework.

- DLL (folder)
3 DLLs containing ORKFramework.

- demo.unitypackage
Contains a complete demo project.
Please see the 'Demo' section for details.

- gameplay_source_code.zip
Contains the gameplay related source code and a plugin template as MonoDevelop projects.
Please read the included README.txt for details.
There currently is no separate documentation available.



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iOS Hints
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If you're building your project for iOS, you may run into some problems:

- Crash after splash screen: "You are using Unity iPhone Basic. You are not allowed to remove the Unity splash screen from your game"
To fix this, change in XCode's build settings the 'Compress PNG files' setting to NO and build the project again.

- Crash after splash screen: "Ran out of trampolines of type 2"
This is caused by use of generics, you have to tell the AOT compiler allocate more trampolines.
To fix this, change in Unity's Player Settings > Other Settings the 'AOT Compiler Options' to nimt-trampolines=512.
If you're still receiving a trampoline error, increase the number, e.g. 1024.

- Crash/stop after or before splash screen: 'EXC_BAD_ACCESS'
This can be caused by Unity engine code being stripped when using 'IL2CPP' scripting backend.
To fix this, disable 'Strip Engine Code' in Unity's PlayerSettings > Other Settings in your iOS player settings.

- Using the new UI (Unity 4.6+) and content is displayed outside of masks (e.g. text extends outside of GUI box).
Go to 'Edit > Project Settings > Player' and enable 'Use 24-bit Depth Buffer' in the iOS 'Resolution and Presentation' settings.


You can find more detailed instructions on the Unity trouble shooting page:

http://docs.unity3d.com/Manual/TroubleShootingIPhone.html



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ORK Version Changelog
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Version 2.7.0:
- new: Event System: Selected Data: 'Selected Data' feature available in the event system. You can set any kind of information as selected data (e.g. game objects, combatants, items, abilities, etc.) and use them elsewhere, e.g. to change variables or use game objects that are selected. Different selected data can be set by using different 'Selected Key' to identify them. Selected data is shared with formulas that are called by the event.
- new: Event System: Variables: 'Selected' variable origin available. Uses variables possibly attached to the selected data of the running event. Selected data can e.g. be a combatant, game object, ability or item. In battle events of ability/item actions, the used ability/item will automatically be set as selected data.
- new: Event System: Objects: 'Selected Data' object selection available in all game object selections. Uses game objects that are stored as selected data.
- new: Abilities: 'Ability Variables' settings available. Ability variables are attached to abilities of combatants or groups. They can be used in events and formulas by using the 'Selected' variable origin if they are set as selected data of the event. Battle events of the ability automatically set it as selected data.
- new: Items: 'Item Variables' settings available. Item variables are attached to individual items. They can be used in events and formulas by using the 'Selected' variable origin if they are set as selected data of the event. Battle events of the item automatically set it as selected data.
- new: Formulas: Variables: 'Local' variable origin available. Formulas can now use local variables. Local variables are only available while the formula is calculating - once the formula finished calculating, the variables will be gone. If a formula was called by an event, it'll share the local variables with the event.
- new: Formulas: Variables: 'Selected' variable origin available. Uses variables possibly attached to the selected data of the running event that called the formula. When used by abilities or items without being animated by battle events, the ability/item will be the selected data.
- new: Formulas: Float Values: 'Current Value' float value type available. Uses the current value of the formula as value.
- new: Ability Developments: 'Ability Developments' sub-section now available in the 'Status' section. Ability developments define when a class/combatant will learn an ability at what level or class level. Classes/combatants can select which ability developments they'll use, and add additional abilities (like until now).
- new: Input Keys: 'Axis Factor' setting available. Defines a factor used to multiply the axis value with. By default set to 1.
- new. Input Keys: 'Limit Axis' settings available. Optionally limits the value of an axis. E.g. use this to only use the positive or negative value of an axis. By default disabled.
- new: Game Controls: Move To Interaction: 'Move To Interaction' settings available in 'Base/Control > Game Controls' in the 'Interaction Settings'. Optionally moves the player to an interaction before starting the interaction. Supports simple movement, NavMesh agents and custom move components. Movement can optionally be cancelled.
- new: Interaction Components: 'Move To Interaction' settings available. Optionally disable 'Move To Interaction' for an interaction, or override the default interaction radius and stop distance. Also allows defining a game object as movement destination for the player to move to.
- new: Item Collectors: 'Game Event Settings' available. Optionally execute a game event before and/or after item collection. The 'Start Game Event' will be used before starting the collection. The 'End Game Event' will be used after the collection, but before changing variables or destroying the game object.
- new: Scene Objects, Scene Object Types: 'Cursor Change' settings available. Scene objects can optionally change the cursor when the mouse is over the game object with a 'Scene Object' component attached (requires a collider). Scene objects can override the cursor defined in scene object types.
- new: Scene Objects, Scene Object Types: 'Use Object Variable Text Codes' setting available. Optionally uses object variables instead of global variables for game variable text codes in the name and description of scene objects and scene object types.
- new: Scehe Object Components: 'Custom Text Codes' settings available. Optionally define custom text codes and the values used to replace them in 'Scene Object' components. They can be used in the names and descriptions of scene objects and scene object types.
- new: Phase Battles: 'Combatant Order' settings available. Defines the order in which members of a faction will perform their actions in their phase. Either uses a formula to calculate a value for sorting or sorts by name or ID of the combatants. 'None' sorting is used by default.
- new: Phase Battles: Combatant Choice: 'Use Combatant Choice' setting available. Displaying the combatant choice for player controlled combatants is now optional. If disabled, the combatants will get their turn based on the 'Combatant Order' settings. By default enabled.
- new: Status Requirements: 'Is Choosing' requirement selection available. Checks if a combatant is or isn't choosing actions (e.g. when displaying the battle menu). This can be used to e.g. only display a 'Combatant' HUD for the player combatant who is currently selecting actions in the battle menu.
- new: HUDs: Tooltip: 'Scene Object Type' settings available when displaying the HUD for scene objects. Optionally only displays the HUD for defined scene object types instead of all scene objects. This can be used to have different tooltips for different types of scene objects (e.g. for opening item boxes or talking to NPCs).
- new: Main Menu: 'Load Scene Mode' and 'Load Async' settings available for the 'Main Menu Scene' and 'New Game Scene'. Defines how the scene will be loaded - either 'Single' or 'Additive', optionally loads the scene asynchronously.
- new: Save Game Menu: 'Load Scene Mode' and 'Load Async' settings available. Defines how the scene of a save game will be loaded - either 'Single' or 'Additive', optionally loads the scene asynchronously.
- new: Scene Changers, Game Over Settings: 'Load Scene Mode' and 'Load Async' settings available. Defines how the scene (game over scene, scene changer) will be loaded - either 'Single' or 'Additive', optionally loads the scene asynchronously.
- new: GUI Boxes: Name Box: 'Name Vertical Alignment' setting available when not using 'Adjust Height' in the 'Name Box' settings. Display the name content at the 'Top', 'Middle' or 'Bottom' of the content area of the name box.
- new: GUI Boxes: Choice Settings: 'Title Vertical Alignment', 'Content Vertical Alignment' and 'Info Vertical Alignment' settings available in the 'Choice Settings'. Display the title, content and info of choices at the 'Top', 'Middle' or 'Bottom' of the content area of the choice button.
- new: GUI Boxes: Tabs Settings: 'Content Vertical Alignment' and 'Info Vertical Alignment' settings available in the 'Tabs Settings'. Display the tab content at the 'Top', 'Middle' or 'Bottom' of the content area of the tab button.
- new: Menu Settings, GUI Boxes: OK/Cancel Buttons: 'Content Vertical Alignment' and 'Info Vertical Alignment' settings available in the 'Tabs Settings'. Display the button content at the 'Top', 'Middle' or 'Bottom' of the content area of the button.
- new: Event System: Clear Selected Data: 'Clear Selected Data' step available in 'Event > Selected Data' steps. Clears selected data, i.e. either all or the selected data of the defined key will be removed.
- new: Event System: Select Game Object: 'Select Game Object' step available in 'Event > Selected Data' steps. Uses game objects as selected data.
- new: Event System: Select Combatant: 'Select Combatant' step available in 'Event > Selected Data' steps. Uses combatants as selected data.
- new: Event System: Select Ability: 'Select Ability' step available in 'Event > Selected Data' steps. Uses a abilities of combatants or a newly created ability as selected data.
- new: Event System: Select Base Attack: 'Select Base Attack' step available in 'Event > Selected Data' steps. Uses base attacks of combatants as selected data.
- new: Event System: Select Counter Attack: 'Select Counter Attack' step available in 'Event > Selected Data' steps. Uses counter attacks of combatants as selected data.
- new: Event System: Select Equipment: 'Select Equipment' step available in 'Event > Selected Data' steps. Uses the equipment currently equipped on combatants as selected data.
- new: Event System: Select Item: 'Select Item: step available in 'Event > Selected Data' steps. Uses items from the inventory of combatants or newly created items as selected data.
- new: Event System: Change Equip Status Value: 'Change Equip Status Value' step available in 'Combatant > Equipment' steps. Changes a status value bonus of equipment currently stored in selected data.
- new: Event System: Reset Combatant Status: 'Reset Combatant Status' step available in 'Combatant > Combatant' steps. Recalculates all status values and bonuses of a combatant.
- new: Event System: Add To Inventory, Remove From Inventory, Has In Inventory, Block Item Reuse: 'Use Selected Data' settings available. Optionally use items stored in selected data of the event.
- new: Event System: Learn Ability, Forget Ability, Add Temporary Ability, Remove Temporary Ability, Block Ability Reuse: 'Use Selected Data' settings available. Optionally use abilities stored in selected data of the event.
- new: Event System: Check Transform: 'Use Local' setting available for 'Position' and 'Rotation' checks. Optionally checks the local position/rotation instead of the global position/rotation.
- new: Event System: Change Rotation: 'Set Rotation' setting available. Optionally set/fade the rotation to the defined value instead of adding it to the game object's current rotation.
- new: Event System: Change Aggression State: 'Change Aggression State' step available in 'Battle > Combatant' steps. Sets a combatant aggressive or not aggressive.
- new: Event System: Is Aggressive: 'Is Aggressive' step available in 'Battle > Combatant' steps. Checks if a combatant is aggressive or not.
- new: Event System: Set Scene Position, Store Scene: 'Load Scene Mode' and 'Load Async' settings available. Defines how the scene will be loaded when using the stored scene position.
- new: Formulas: Clear Selected Data: 'Clear Selected Data' step available in 'Selected Data' steps. Clears selected data, i.e. either all or the selected data of the defined key will be removed.
- new: Formulas: Select Ability: 'Select Ability' step available in 'Selected Data' steps. Uses a abilities of combatants or a newly created ability as selected data.
- new: Formulas: Select Base Attack: 'Select Base Attack' step available in 'Selected Data' steps. Uses base attacks of combatants as selected data.
- new: Formulas: Select Counter Attack: 'Select Counter Attack' step available in 'Selected Data' steps. Uses counter attacks of combatants as selected data.
- new: Formulas: Select Equipment: 'Select Equipment' step available in 'Selected Data' steps. Uses the equipment currently equipped on combatants as selected data.
- new: Formulas: Select Item: 'Select Item: step available in 'Selected Data' steps. Uses items from the inventory of combatants or newly created items as selected data.
- new: Camera Controls: Top Down Border: Multiple 'Camera Border' components in a scene are now supported. The 'Top Down Border' camera control will use the 'Camera Border' which's collider bounds are nearest to the player or camera target to adjust the camera position.
- change: Interaction Components: 'In Blocked Control' is now available for all start types. Optionally allows starting an interaction while the player can't interact (e.g. blocked controls).
- change: Event System: The 'Actor' selection has been replaced by object selection fields in most steps and the float/int value fields, allowing to use other objects than actors (e.g. found objects). Saved settings will automatically be updated.
- change: Event System: Change Battle Type: The 'Change Battle Type' node is now available in all event types.
- change: GUI Boxes: Content Box: The X and Y position of the content box bounds are now used as an offset to the cursor position when using 'At Cursor'.
- change: GUI Boxes: 'Center Position' setting has been replaced by the 'Content Vertical Alignment' setting in the 'Content Box' settings. You can now use 'Top', 'Middle' and 'Bottom' alignment for the content displayed in the content area.
- change: Controls: Starting interactions now takes priority over control maps (e.g. when using the 'Accept' button for control maps).
- change: Game Controls: The interaction controller settings have been moved to the 'Interaction Settings'.
- change: Game Controls, Game Settings: The 'Max Event Steps' and 'Max Click Distance' settings can now be found in 'Base/Control > Game Controls' in the 'Interaction Settings'.
- change: Formulas: Variables: 'Use Object Variables' setting has been replaced with 'Variable Origin' setting to select 'Local', 'Global' or 'Object' variable origin. Saved settings will automatically be updated.
- fix: Menu Screens: Open/close game events with wait steps or using any kind of wait option will now correctly finish in menu screens that are pausing the game.
- fix: HUDs: Combatant: Fixed an issue where 'No Outer Assign' prevented assigning from the same HUD element.
- fix: Editor: Having the ORK Framework editor opened when starting to play in the Unity editor could cause UI issues in both legacy GUI and uGUI (new UI)
- fix: Editor: Fixed an issue where horizontal scrollbars in the editor where not displayed after opening the GUI editor without a defined GUISkin for the GUI boxes.
- fix: Player Group: Fixed an issue where changing the leader of the battle group didn't add player components (e.g. controls) to the new leader and spawned the 2nd battle group member as well.
- fix: Editor: The search field now works correctly.
- fix: Battle Menus: The battle menu was enabled and disabled all the time when not using the target menu in 'Battle System > Battle Settings'.


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