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Data-driven configuration for Factions, Attitudes and Reputation Tiers.
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Faction Databases are extensible so you can use the default Asset Manager implementation, or create your own.
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Attitude Resolution Strategies are extensible so you can use the provided ones (Simple Team Check and Reputation Tier Check). You can also create your own.
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Default classes for the AI and Player Controllers that you can use, extend or simply use as a reference.
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Support for Behavior Trees and State Trees
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Modular Gameplay Support: Factions can be configured as a Game Feature.
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Integrated with the Editor, including a Settings Page, Data Asset Contextual Creation and a new Faction Category for the Gameplay Debugger.
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A detached design that makes it easier to extend and integrate with other systems.
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Network Replicated: Adding and removing factions is replicated over the network using Fast Array Serialization.
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Documentation: Well-documented code, a thorough on-line manual and Discord Support.
Code Modules:
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NinjaFactions (runtime)
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NinjaFactionssBehaviorTree (runtime)
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NinjaFactionsEditor (editor)
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NinjaFactionsFeatures (runtime)
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NinjaFactionsStateTree (runtime)
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数据驱动配置 对于派系,态度和声誉等级。
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派系数据库 是可扩展的,所以你可以使用默认 资产经理 实现,或者创建自己的。
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态度解决策略 是可扩展的,所以你可以使用提供的(简单的团队检查 和 信誉等级 支票). 您也可以创建自己的。
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AI和播放器控制器的默认类 您可以使用,扩展或简单地用作参考。
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支持 行为树 和 州树
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模块化游戏支持:派系可以配置为游戏功能。
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与编辑器集成,包括一个 设置页面, 数据资产上下文创建 和一个新的派系类别 游戏调试器.
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一个分离的设计,使它更容易扩展和集成其他系统。
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网络复制:使用快速数组序列化在网络上复制添加和删除派系。
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文件: 记录良好的代码,一个彻底的在线手册和不和谐的支持.
代码模块:
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忍者(运行时)
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NinjaFactionssBehaviorTree(运行时)
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NinjaFactionsEditor(编辑)
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NinjaFactionsFeatures(运行时)
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NinjaFactionsStateTree(运行时)
The Ninja Factions plugin extends the AI Module’s domain, introducing the concept of Factions, Memberships and Reputation.
It’s designed to be simple enough so it’s easy to get started, only requiring an Actor Component to be added to Faction Members and creating the Faction Data Assets with their accompanying Reputation Data Tables (optional).
The system uses the Asset Manager as its default Faction Database, but you can create your own Database, such as a “Backend Server” for example. The Attitude between Factions is also defined by a dedicated class type named Attitude Solvers, and you can decide to use the ones provided or, like the Database, create your own.
All these design choices were made to ensure the system is both very usable right away in Blueprints or C++, while also being highly customizable and easily integrated with other systems.
Would you like to know more? Sure thing! Please check these links:
该 忍者派系 插件扩展了AI模块的领域,引入了派系,会员资格和声誉的概念。
它的设计足够简单,因此很容易开始,只需要将Actor组件添加到派系成员,并创建派系数据资产及其附带的信誉数据表(可选)。
该系统使用 资产经理 作为其默认派系数据库,但您可以创建自己的数据库,例如”后端服务器”。 派系之间的态度也由名为Attitude Solvers的专用类类型定义,您可以决定使用提供的类,或者像数据库一样创建自己的类。
所有这些设计选择都是为了确保系统在蓝图或C++中非常可用,同时还具有高度可定制性并易于与其他系统集成。
你想知道更多吗? 当然! 请查看这些链接:

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