Technical Details

  • A framework to help you with your combat systems.

  • Built using the Gameplay Ability System and other Unreal Engine systems such as the Gameplay Targeting System, Gameplay State Trees, Motion Warping and the Physical Animation Component.

  • Animation-driven, very modular, highly extensible.

  • Fully written in C++, exposed to Blueprints whenever applicable.

Code Modules

  • NinjaCombat: runtime, the core functionality.

  • NinjaCombatActorPool: runtime, the replicated actor pool.

  • NinjaCombatAI: runtime, AI-related functionalities.

  • NinjacombatCore: runtime, common functionalities.

  • NinjaCombatCamera: runtime, camera management.

  • NinjaCombatEditor: editor, engine integration.

  • NinjaCombatFactions: runtime, optional integration with the Ninja Factions.

  • NinjaCombatInventory: runtime, optional integration with the Ninja Inventory.

  • NinjaCombatUI: runtime, widgets and UI-related objects for the Combat System.

Additional Details

  • Number of C++ Classes: ~100

  • Network Replicated: (Yes/No): Yes

技术细节

  • 一个框架来帮助你的战斗系统。

  • 使用Gameplay能力系统和其他虚幻引擎系统(如Gameplay定位系统、Gameplay状态树、运动变形和物理动画组件)构建。

  • 动画驱动,非常模块化,高度可扩展。

  • 完全用C++编写,在适用的情况下暴露于蓝图。

代码模块

  • NinjaCombat:运行时,核心功能。

  • NinjaCombatActorPool:运行时,复制的actor池。

  • NinjaCombatAI:运行时,AI相关的功能。

  • NinjacombatCore:运行时,通用功能。

  • NinjaCombatCamera:运行时,相机管理.

  • NinjaCombatEditor:编辑器,引擎集成。

  • NinjaCombatFactions:运行时,与忍者派系的可选集成。

  • NinjaCombatInventory:运行时,与Ninja库存的可选集成。

  • NinjaCombatUI:战斗系统的运行时,小部件和UI相关对象。

其他详情

  • C++类数:~100

  • 网络复制:(是/否):是










The Ninja Combat is the foundation for our combat system and we are proud to make it available to you too! In this first version you will find a lot of content to get started.

It was designed for Action RPGs, Adventure Games and “Souls-Likes”, but due to it’s very extensible nature, you may find other uses for it in your projects, and we would love to see that!

It was meticulously made, with a lot of passion and care, for developers who want to have a strong foundation for their games, without compromising their current design or getting too restricted by “templates”.

This is a Combat plugin, meaning you won’t find other non-related systems like Locomotion or Inventory. But integrating those is easy and the system shouldn’t get in your way, ever. But keep in mind: this is a big system, some experience with the Unreal Engine and C++ is strongly recommended!

Finally, make sure to check the other plugins available! This Combat System is a great match with our Input System, the Ninja Input and well integrated with Ninja Inventory.

Highlights

  • Multiple core GAS-related objects for Combat: Attribute Sets, Gameplay Effects, Gameplay Abilities and Tasks.

  • Interface-driven approach to all components in the system. Extend or replace them as you need.

  • Attacks are integrated with Motion Warping, which may provide that “combat stickiness” feel.

  • Combos are driven using Unreal Engine’s State Trees.

  • A Replicated Actor Pool for Projectiles, Cast Actors, etc.

  • Opportunity Attack framework, for backstabs, parry, etc.

Would you like to know more? Sure thing! Please check these links:

忍者战斗是我们战斗系统的基础,我们也很自豪地为您提供它! 在这个第一个版本中,你会发现很多内容开始。

它是为动作Rpg游戏,冒险游戏和”灵魂喜欢”而设计的,但由于它的可扩展性很强,你可能会在你的项目中找到它的其他用途,我们很乐意看到这一点!

它是精心制作的,有很多的热情和关怀,为开发者谁希望有一个强大的基础,为他们的游戏,而不损害他们目前的设计或受到太多限制的”模板”。

这是一个战斗插件,这意味着你不会找到其他非相关的系统,如运动或库存。 但整合这些是很容易的,系统不应该妨碍你,永远。 但请记住:这是一个很大的系统,强烈推荐使用虚幻引擎和C++的一些经验!

最后,确保检查其他可用的插件! 这个战斗系统是一个伟大的匹配我们的输入系统,忍者输入和很好的集成忍者库存。

重点介绍

  • 多个核心气体相关对象的战斗:属性集,游戏效果,游戏能力和任务.

  • 系统中所有组件的接口驱动方法。 根据需要扩展或替换它们。

  • 攻击与运动翘曲相结合,这可能会提供”战斗粘性”的感觉。

  • 组合使用虚幻引擎的状态树驱动。

  • 投射物、演员演员等的复制演员池。

  • 机会攻击框架,用于背刺,招架等。

你想知道更多吗? 当然! 请查看这些链接:

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