Dota clone game




















LoadAll and were moved into the resources folder Adjusted NavMesh settings so that the indicator circle isn't below the surface anymore Removed unused properties: Player.

Casting an attack skill on a target won't stop the combat afterwards anymore and the hero will keep attacking with the default attack instead. Only using 'skillCur' variable for everything now. Player OnDestroy syntax improved Player. LateUpdate now uses the ClientCallback attribute instead of the 'isClient' check All animations now have the correct exit time, because Unity expects it to be normalized, which it wasn't before.

Simplified Player. CancelAction function V1. Also added a comment about why this is so important. Slightly reduced the area light intensity. The code is much simpler and the tooltip text can be set in the Inspector. Not all items have to have the same tooltip now. Health potions can simply contain the amount healed, they don't need to show that they do 0 damage etc. Player automatically respawns after a certain time now.

Removed target window. Removed duplicate EntityTargetSync component from Orc. Skill constructor time code syntax improved. Extensions import syntax improved.

ConsoleGUI syntax improved by moving the if endif macro around Awake. Entity doesn't require an animator component anymore. Players and monsters do now. This is for cases where Entities don't have animations towers, dummies, etc.

Entity doesn't cache transform component as 'tr' anymore for easier readability and shorter code. IsMoving syntax improved. OnAggro syntax improved. CastCheckTarget syntax improved. For example, the base is now invincible while all towers are alive. Moved Editor folder into Standard Assets folder.

Implemented NetworkProximityCheckerTeam. All entities use the same visRange now. Renamed skill file to Skill. ResetPath anymore.

Players can now click on a skill and then select the target to cast it on. CmdUseSkill is only sent when the skill is ready Orc hero now has 6 levels of experience, mana, health so that he can actually learn the ultimate ability V1.

Please make sure to use it as well. Count Only update Npc Trading while the panel is active CastCheckTarget now sets target to self first if needed for a heal, buff, etc. Updated NetworkLobby asset to latest version. Works with Unity 5. Note: don't rename the lobby scene to anything with a capital letter, because there is a bug that prevents us from dragging it into the scene slot in the LobbyManager.

Fixed respawn time on clients. It uses the NetworkTime. Removed damage popup prefab since it's not being used at the moment UI Quit button has a tooltip now Utils. This is a huge performance boost. Camera scrolling speed is FPS independent via Time. Monsters now prefer them instead of walking directly to their goal. This greatly improves the monster AI.

Camera scrolling now only works while the window is focused Player Mesh is now shown again after respawning Adjusted some environment stone positions Implemented forest monsters skeleton Added 'Neutral' team to team enum Fixed health bar visibility interfering with NetworkProximityChecker's visibility code Greatly reduced NavMesh size from 2. This reduces build size and speeds up monster pathfinding greatly.

Minimap only renders every half second instead of every frame. This greatly increases the FPS. FocusOn decreasing height issue fixed Player.

DealDamageAt Scarab aggro range increased so that they attack the middle tower properly Player: level based stats that are all stored in one array instead of all over the place. Damage and Defense are now level based too. Fixed experience gaining bug where exp was set to gained amount instead of increased by gained amount. AnyInputActive performance improved. Doesn't use FindObjectOfType anymore.

OnNetworkDestroy removes entity from Entity. Fixes a NullReferenceException bug after a client disconnects. Also make sure to drag each monster and tower into their child AggroArea object's owner slot once. Block rate implemented Critical rate implemented Player. FindRecursively simplified via Array. AnyKeyUp and Utils. AnyKeyDown use Linq. Any extension now Utils. ClosestDistance simplified Utils.

States are now passed directly to the Animator to fix several animation glitches. AutoScroll is much faster now UIChat. Most heroes specialize in different things and often have their own unique play styles like invoker, tinker, rubick, and meepo as some examples. Even the right clickers have unique features like ursa being able to rosh early on, sniper being able to out range towers, bloodseeker being one of the few heroes to go above max movement speed.

Originally posted by Double Double :. Other than a few spells, like the previously said Lion and Lina ults, every hero is pretty much original. Some heros have skills like bashes or crits, but their other skills make it so that they feel completely different.

Respec View Profile View Posts. That's one of the things I really like about dota is all the models seem to be original. I remember playing HON and some of the heroes were clearly just reskins of other heroes.

Apocalypse View Profile View Posts. All the heroes are unique in their own way. The closest thing I can think of is Lion and Lina. Latest Jobs. Be the first to comment! Premium Content. Get the daily lowdown on Asia's top tech stories We break down the big and messy topics of the day so you're updated on the most important developments in less than three minutes - for free.

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