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Engine project tool

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Information about Engine project tool
Technology

Published on March 12, 2014

Author: talron

Source: slideshare.net

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  Introduce  EngineTool Concepts  Interface  End - Begin Index

 Tool Outer Core  툴 선택 기준 Introduce MFC LuaScript Core C++ Main Language Sub Language Library

 EngineTool Concepts Engine Tool Script Language (Lua Script) GameResource (Sound, Image) Scene Preview Scene 객체 합성 및 Object 배치 Script Language UpdateFrame 을 통한 흐름제어 및 객체 정의 GameResource 실제 Game에서 Object로 표현될 Image 및 Sound Preview Scene에 표현된 객체를 미리 확인 할 수 있는 창

 Interface  Project Wizard  Main Screen Interface  Preview  Project  Assets  Hierarchy  Inspector  UpdateFrame_Start

프로젝트 이름 설정1 3 프로젝트 열기 1 2 3 4 5 4 전체화면 & 창 모드 프로젝트 생성 화면 해상도 설정 5 2

Click Click Project Create

Project Load Click Click

Project Create & Load

 1 2 3 4 5 6

  Preview[1]  Project[2]  Assets[3]  Hierarchy[4]  Inspector[5]  UpdateFrame_Start[6] Main Screen

  현재 설정된 Scene을 기준으로 미리보기 화면 제공  해당 Frame의 핸들을 제공하여 MainSystem을 호출 ( MainSystem 은 Technical Report를 참조 ) Preview

  현재 설정된 프로젝트 폴더를 기준으로 하위 폴더를 검색 후 시각화 시켜줌  프로젝트를 생성하면 기본적으로 Prefab, Resource, Scene, Sound 폴더가 생성된다 Project

  실체화 되어 있는 자산(객체)들을 표현해 줌  Prefab( .Lua), Resource( .Png), Scene( .Lua), Sound( .Wav)  Project 탭에서 선택 된 폴더 안의 파일들을 표현해 줌 Assets

  Scene객체에포함된자원(Assets)들을한번에볼수있게제공해줌  해당코드뭉치들을시각화해주는기능을제공함 Hierarchy

  자원(Assets) 생성 및 수정 페이지 Inspector Resource Prefab Scene Sound

Prfab: 객체를표현할수있는최소단위 PrfabName: Prefab이름 ImageMainKey: Prefab의Image로접근하고자할때 키값 SubKey: Prefab의Image가여러장일때필요함 PrefabState: Prefab의상태 ImageCount: Image시작점 Prefab

Resource Sound v Resource Load : Image(png) 파일을 읽어서 지정 된 폴더로 복사 해주는 기능 Sound Load : Sound(wav) 파일을 읽어서 지정 된 폴더로 복사 해주는 기능

SceneSoundPath: wav파일의절대경로를지정 SoundName: 파일을대표할이름 ImageID: 파일을대표할이름 ImagePath: png파일의절대경로를지정 ImageState: Image의상태(ex.Player_Walk) ImageCount: Image의최대개수 PrefabName: Prefab객체의이름 PrefabScript: Prefab파일의절대경로를지정 ObjectName: 객체의이름 ObjectGroup: Rendering,Collision,Processing을위한그룹화 ObjectPositionX: 객체의초기X좌표위치 ObjectPositionY: 객체의초기Y좌표위치

  흐름 제어  버튼 클릭으로 Processing 을 활성화 또는 비활성화가 가능 UpdateFrame Start Click

 End - Begin

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