stepn跑鞋鏈遊系統開發成熟技術程式碼方案(全合約)

Tg_StPv888發表於2023-02-24

  The metauniverse is a virtual space parallel to and independent of the real world,an online virtual world that maps the real world,and an increasingly real digital virtual world.The blockchain is a new application mode using distributed data storage,point-to-point transmission,consensus mechanism,encryption algorithm and other computer technologies.


  元宇宙鏈遊原始碼搭建軟體定製開發,元宇宙鏈遊原始碼搭建商城開發,I8O量化2857交易8624系統開發元宇宙鏈遊原始碼搭建商城原始碼設計開發,元宇宙鏈遊原始碼搭建商城系統開發平臺開發,元宇宙鏈遊原始碼搭建商城app設計開發,元宇宙鏈遊原始碼搭建統需要多少錢,元宇宙鏈遊原始碼搭建商城系統開發價格,元宇宙鏈遊原始碼搭建商城app功效,元宇宙鏈遊原始碼搭建商城系統開發綜合服務平臺詳解,元宇宙鏈遊原始碼搭建統構建。對於國內外鏈遊這方面大家精英團隊很早以前早已逐漸合理佈局,現階段開發設計的鏈遊有對決類,卡牌類。大農場類這些,目前仿賽博之龍鏈遊已經原始碼交付。時下大家那邊的精英團隊總數在千人上下。實際上不缺大型廠出生,例如騰訊官方這些。


  元宇宙是整合多種新技術而產生的新型虛實相融的網際網路應用和社會形態,它基於擴充套件現實技術提供沉浸式體驗,以及數字孿生技術生成現實世界的映象,透過區塊鏈技術搭建經濟體系


  GameFi專案包含五大關鍵要素:


  1.區塊鏈網路:GameFi的基礎設施一般為公鏈。目前鏈遊採用的主流鏈包括BSC(幣安智慧鏈)、Ronin(AxieInfinity自研鏈)、WAX(專注鏈遊與NFT)和Polygon(以太坊原生Layer2)。


  2.遊戲玩法與模式:目前GameFi的設計普遍較簡單,I8O量化2857交易8624系統開發以土地模擬經營、卡牌對戰、moba為主。


  3.遊戲通證:通證體系一般分為單通證與多通證模式:(1)單通證:遊戲中所有的支出收益均採用同一種貨幣;(2)多通證:遊戲經濟活動採用多種代幣執行


  4.經濟模型:經濟模型是GameFi的核心


  一、Unity關卡


  Unity使用過程中關卡載入和解除安裝是大多數三維引擎都要提供的基本功能。


  因為關卡切換在遊戲中非常常用。


  在之前的版本中Unity的關卡切換使用的是:


  Application.loadedLevel();


  看看Application類,此時這個類的功能比較繁雜,比較多。只看與關卡相關的:


  [Obsolete("Use SceneManager.LoadScene")]


  public static void LoadLevel(string name);


  [Obsolete("Use SceneManager.LoadScene")]


  public static void LoadLevel(int index);


  [Obsolete("Use SceneManager.LoadScene")]


  public static void LoadLevelAdditive(string name);


  [Obsolete("Use SceneManager.LoadScene")]


  public static void LoadLevelAdditive(int index);


  //


  //摘要:


  /////


  //Unloads all GameObject associated with the given scene.Note that assets are


  //currently not unloaded,in order to free up asset memory call Resources.UnloadAllUnusedAssets.


  /////


  //


  //引數:


  //index:


  //Index of the scene in the PlayerSettings to unload.


  //


  //scenePath:


  //Name of the scene to Unload.


  //


  //返回結果:


  /////


  //Return true if the scene is unloaded.


  /////


  [Obsolete("Use SceneManager.UnloadScene")]


  public static bool UnloadLevel(string scenePath);


  //


  //摘要:


  /////


  //Unloads all GameObject associated with the given scene.Note that assets are


  //currently not unloaded,in order to free up asset memory call Resources.UnloadAllUnusedAssets.


  /////


  //


  //引數:


  //index:


  //Index of the scene in the PlayerSettings to unload.


  //


  //scenePath:


  //Name of the scene to Unload.


  //


  //返回結果:


  /////


  //Return true if the scene is unloaded.


  /////


  [Obsolete("Use SceneManager.UnloadScene")]


  public static bool UnloadLevel(int index);


  二、Untiy的SceneManager類


  #region程式集UnityEngine,Version=0.0.0.0,Culture=neutral,PublicKeyToken=null


  //H:UnityUnityProjectShiftLevelsLibraryUnityAssembliesUnityEngine.dll


  #endregion


  using UnityEngine.Internal;


  namespace UnityEngine.SceneManagement


  {


  //


  //摘要:


  /////


  //Scene management at run-time.


  /////


  public class SceneManager


  {


  public SceneManager();


  public static int sceneCount{get;}


  //


  public static int sceneCountInBuildSettings{get;}


  public static Scene GetActiveScene();


  public static Scene[]GetAllScenes();


  //引數:


  //index:


  //Index of the scene to get.Index must be greater than or equal to 0 and less


  //than SceneManager.sceneCount.


  public static Scene GetSceneAt(int index);


  //返回結果:


  /////


  //The scene if found or an invalid scene if not.


  /////


  public static Scene GetSceneByName(string name);


  //Searches all scenes added to the SceneManager for a scene that has the given


  //asset path.


  /////


  //


  //引數:


  //scenePath:


  //Path of the scene.Should be relative to the project folder.Like:"AssetsMyScenesMyScene.unity".


  public static Scene GetSceneByPath(string scenePath);


  [ExcludeFromDocs]


  public static void LoadScene(int sceneBuildIndex);


  [ExcludeFromDocs]


  public static void LoadScene(string sceneName);


  //引數:


  //sceneName:


  //Name of the scene to load.


  //


  //sceneBuildIndex:


  //Index of the scene in the Build Settings to load.


  //


  //mode:


  //Allows you to specify whether or not to load the scene additively.See SceneManagement.LoadSceneMode


  //for more information about the options.


  public static void LoadScene(int sceneBuildIndex,[DefaultValue("LoadSceneMode.Single")]LoadSceneMode mode);


  //引數:


  //sceneName:


  //Name of the scene to load.


  //


  //sceneBuildIndex:


  //Index of the scene in the Build Settings to load.


  //


  //mode:


  //Allows you to specify whether or not to load the scene additively.See SceneManagement.LoadSceneMode


  //for more information about the options.


  public static void LoadScene(string sceneName,[DefaultValue("LoadSceneMode.Single")]LoadSceneMode mode);


  [ExcludeFromDocs]


  public static AsyncOperation LoadSceneAsync(int sceneBuildIndex);


  [ExcludeFromDocs]


  public static AsyncOperation LoadSceneAsync(string sceneName);


來自 “ ITPUB部落格 ” ,連結:http://blog.itpub.net/70016646/viewspace-2936812/,如需轉載,請註明出處,否則將追究法律責任。

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