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感谢您在brakus收看，大家好，欢迎观看第一个视频
thanks for tuning in at brakus hello

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感谢您在brakus收看，大家好，欢迎观看第一个视频
everyone and welcome to the first video

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团结一致地创造塔防游戏，我真的很兴奋
on creating a tower defense game in

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团结一致地创造塔防游戏，我真的很兴奋
unity I'm really really excited about

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这段视频都是因为塔防游戏真棒，
this video both because tower defense

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这段视频都是因为塔防游戏真棒，
games are awesome to make it's really

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很有趣，我有很多东西想给你看，也是因为
fun and I have a lot of stuff that I

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很有趣，我有很多东西想给你看，也是因为
want to show you but also because this

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这是我自从休息YZ以来全职工作的第一部影片
is the very first video I'm doing since

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这是我自从休息YZ以来全职工作的第一部影片
going full time with break YZ I'm taking

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我有机会，将我所有的时间都投入到渠道中，这意味着你
my chances and investing all of my time

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我有机会，将我所有的时间都投入到渠道中，这意味着你
into the channel that means that you

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我们将在本系列中看到更多诸如此类的新内容和更多内容，
will see more new content such as this

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我们将在本系列中看到更多诸如此类的新内容和更多内容，
and more content on this series we

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已经有了增长，例如多人FPS和2d平台游戏
already have growing such as the

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已经有了增长，例如多人FPS和2d平台游戏
multiplayer FPS and the 2d platformer

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当然，这真的很令人兴奋，并使所有这些成为可能
course so that's really really exciting

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当然，这真的很令人兴奋，并使所有这些成为可能
and to make all of this possible I've

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开始了一个patreon页面，因为让我们面对现实，我确实必须在您那里支付租金
started a patreon page because let's

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开始了一个patreon页面，因为让我们面对现实，我确实必须在您那里支付租金
face it I do have to pay rent where you

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可以每月捐款啊，以支持我的使命，这真的很令人兴奋
can donate monthly ah to support me on

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可以每月捐款啊，以支持我的使命，这真的很令人兴奋
my mission and that's really exciting

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页面本身看起来像这样，您现在可以单击屏幕以接管
the page itself looks like this you can

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页面本身看起来像这样，您现在可以单击屏幕以接管
click the screen now to be taking over

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在这里，我会提供一些谦虚的回报，前25个或前5个
here I offer some humble rewards in

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在这里，我会提供一些谦虚的回报，前25个或前5个
return and the first 25 or the first 5

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捐款25美元或更多的人将获得他们正在进行的任何项目
people to donate $25 or more will get

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捐款25美元或更多的人将获得他们正在进行的任何项目
whatever project they're working on

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出现在Twitter Facebook和论坛上，如果您对此感到兴奋
featured on Twitter Facebook and on the

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出现在Twitter Facebook和论坛上，如果您对此感到兴奋
forum so if you're excited about this

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就像我一样，您应该去这里，至少要检查一下是否适合
just as I am you should go here and at

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就像我一样，您应该去这里，至少要检查一下是否适合
least check it out if it's something for

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我真的很感激您没有办法这么做，但是很棒
you I I really appreciate it you are no

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我真的很感激您没有办法这么做，但是很棒
way forced to do this but it's awesome

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并感谢已经捐款的人们
and thanks to the people who have

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并感谢已经捐款的人们
already donated so without further ado

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让我们开始观看今天的视频，我打开了团结，我正在使用
let's get right into today's video so

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让我们开始观看今天的视频，我打开了团结，我正在使用
I've opened up unity and I'm using

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版本5.3第5点，但您几乎可以使用任何想要的版本
version 5.3 point 5 but you can pretty

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版本5.3第5点，但您几乎可以使用任何想要的版本
much use any version that you want to

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对于我们要做的事情并没有太大关系
it's not going to matter too much for

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对于我们要做的事情并没有太大关系
what we are going to be doing so to

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创建一个新项目，我们要点击“ new”，然后输入
create a new project we are going to hit

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创建一个新项目，我们要点击“ new”，然后输入
new then we are going to type in the

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我们的项目名称就是我的塔防教程
name of our project that's in my case

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我们的项目名称就是我的塔防教程
going to be tower defense tutorial you

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可以选择位置并选择3d以及我最近被发送的原因
can select the location and choose 3d

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可以选择位置并选择3d以及我最近被发送的原因
and the reason why is I recently sent

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在Facebook和Twitter上进行民意调查，询问搜索是否应
out a poll on Facebook and Twitter

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在Facebook和Twitter上进行民意调查，询问搜索是否应
asking whether or not the search should

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3d或2d以及我们应该使用哪种编程语言的问题
be in 3d or 2d along with the question

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3d或2d以及我们应该使用哪种编程语言的问题
of what programming language we should

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正在使用，民意调查的结果现在在屏幕上，那当然是
be using and the result of the poll is

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正在使用，民意调查的结果现在在屏幕上，那当然是
on the screen now and that was of course

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3D和C锐化，这就是我们要做的
3d and c-sharp so that's what we're

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3D和C锐化，这就是我们要做的
going to be doing

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然后点击我已经完成的创建项目并统一打开它
and then hit create project which I've

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然后点击我已经完成的创建项目并统一打开它
already done and opened it up in unity

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然后看起来应该是这样，所以我想在这里做的第一件事是
and then it should look like this so the

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然后看起来应该是这样，所以我想在这里做的第一件事是
first thing that I want to do here is

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在其中填充一些我们需要的东西
populate our scene with some of the

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在其中填充一些我们需要的东西
stuff that we are going to need in there

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而其中一些图形可能是临时的
and these some of these graphics might

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而其中一些图形可能是临时的
be temporary

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但是在这里得到一些我们可以使用的东西以及任何基础知识都是很棒的
but it's great to get something in there

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但是在这里得到一些我们可以使用的东西以及任何基础知识都是很棒的
that we can use and the basics of any

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塔防游戏是敌人行走的起点和终点
tower defense game is some kind of start

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塔防游戏是敌人行走的起点和终点
and end point for your enemies to walk

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从一个到另一个，然后是他们到达那里的一条路，我们
from one to another and then a path that

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从一个到另一个，然后是他们到达那里的一条路，我们
they take in getting there and also we

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需要一些可以放置炮塔的地方
need some place where we can place

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需要一些可以放置炮塔的地方
turrets in our case any turret is going

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放置在我们称为节点的平台上，让我们继续制作一个节点
to be placed on a platform that we call

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放置在我们称为节点的平台上，让我们继续制作一个节点
a node so let's go ahead and make a node

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现在，在层次结构中单击鼠标右键，转到3d对象选择多维数据集
right now so right-click in the

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现在，在层次结构中单击鼠标右键，转到3d对象选择多维数据集
hierarchy go to 3d object select cube

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然后我们将重置转换，将比例缩放为4乘1 5 4，然后按F
then we're going to reset the transform

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然后我们将重置转换，将比例缩放为4乘1 5 4，然后按F
do a scale of 4 by 1 5 4 and then hit F

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进行点头，这样您就可以在这里看到我们将保持对撞机的状态
to assume a nod so you can see here that

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进行点头，这样您就可以在这里看到我们将保持对撞机的状态
we are going to keep the box Collider

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网格渲染器非常好，然后我们可以做的就是重命名
and the mesh renderer that's all very

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网格渲染器非常好，然后我们可以做的就是重命名
fine and what we can then do is rename

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这个到节点并将其向下拖动到项目中以使其成为一个
this one to node and drag it down to in

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这个到节点并将其向下拖动到项目中以使其成为一个
the to the project to make it into a

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预制，然后我们可以创建一个空的游戏对象，我们也将达到设置
prefab then we can create an empty game

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预制，然后我们可以创建一个空的游戏对象，我们也将达到设置
object which we will also reach set the

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转换并重命名为便笺，这将简单地存储所有
transform on and rename to notes and

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转换并重命名为便笺，这将简单地存储所有
this is simply going to store all of our

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节点和我们所有的节点对象都作为子对象，因此这是完美的
node and all of our node objects as

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节点和我们所有的节点对象都作为子对象，因此这是完美的
children so that's perfect what we can

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现在要做的就是我们可以简单地复制该节点，然后可以使用ctrl将其移到上方
do now is we can simply duplicate this

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现在要做的就是我们可以简单地复制该节点，然后可以使用ctrl将其移到上方
node then we can move it over using ctrl

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我要在这里留一个小空间，我只想要一堆节点
and I'm going to leave a small space

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我要在这里留一个小空间，我只想要一堆节点
here and I just want a bunch of nodes

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这里将是一堆可以放置炮塔并显示
here that will be a bunch of places that

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这里将是一堆可以放置炮塔并显示
we can place turrets and also show the

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限制我们的地图，所以让我们继续制作一些这些节点的网格
confines of our map so let's go ahead

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限制我们的地图，所以让我们继续制作一些这些节点的网格
and make a grid of some of these nodes

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当然，如果您将地图过大，将会非常慢
and of course if you make your map too

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当然，如果您将地图过大，将会非常慢
big it's going to be very slow this

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可以进行的优化方法，但只要您
method of doing it that optimizations

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可以进行的优化方法，但只要您
that you can make but as long as you

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为您的地图提供合理的尺寸，这实际上不会成为问题
give your map a reasonable size it's

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为您的地图提供合理的尺寸，这实际上不会成为问题
really not going to be an issue

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特别是因为团结已经很好地处理了很多
especially because unity has gotten so

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特别是因为团结已经很好地处理了很多
good at handling a lot of

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相同类型的对象，所以让我们按住shift键来选择这两个对象
objects of the same type so let's select

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相同类型的对象，所以让我们按住shift键来选择这两个对象
these two by holding down shift hit

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控件D复制并再次按住控件以将其移到并保持
control D to duplicate and holding down

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控件D复制并再次按住控件以将其移到并保持
control again to move them over and keep

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朝着变化的方向进行操作，以便最终得到一个完整的正方形，
doing this in shifting direction so that

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朝着变化的方向进行操作，以便最终得到一个完整的正方形，
we end up with a complete square and we

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我只会再做几次以获得合理的地图
I will just keep doing this just a few

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我只会再做几次以获得合理的地图
more times to get a map of a reasonable

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大小，我们可以在此方向再做一次，一次
size and we can do this just once more

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大小，我们可以在此方向再做一次，一次
here in this direction and one time in

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当然这是另一个方向，如果这将是一个手机游戏，
the other direction of course this if

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当然这是另一个方向，如果这将是一个手机游戏，
this is going to be a mobile game you'll

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必须更多地考虑性能，但这对于任何人都将是很好的
have to think more about performance but

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必须更多地考虑性能，但这对于任何人都将是很好的
this here is going to be fine for any

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合理的台式机就可以了，所以我们所有的笔记现在都在这里
reasonable desktop it's going to be just

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合理的台式机就可以了，所以我们所有的笔记现在都在这里
fine so all of our notes are now in here

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好是我们把它做成了一个预制件，所以如果我们改变一个
and the good thing is that we made it

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好是我们把它做成了一个预制件，所以如果我们改变一个
into a prefab so if we change one all of

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它们会发生变化，所以我们现在可以做的就是在此处折叠此节点，
them will change so what we can do now

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它们会发生变化，所以我们现在可以做的就是在此处折叠此节点，
is simply collapse this nodes here and

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那么我们将保存场景只是为了安全起见，我将打电话给
then we will save our scene just to be

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那么我们将保存场景只是为了安全起见，我将打电话给
on the safe side and I'm going to call

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这是主要场景，现在我们可以做的是为敌人指定一条路径
this the main scene and what we can do

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这是主要场景，现在我们可以做的是为敌人指定一条路径
is now specify a path for enemies to

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走，所以我希望我们的敌人在这里开始，所以我要选择
walk along so I want our enemies to

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走，所以我希望我们的敌人在这里开始，所以我要选择
start up here so I'm going to select

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此节点并删除它，然后在这里结束，选择该节点并删除它，然后
this node and delete it and end down

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此节点并删除它，然后在这里结束，选择该节点并删除它，然后
here select that node and delete it and

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我们不会对这些敌人应该走过去的任何说明做同样的事情，
we will not do the same with any notes

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我们不会对这些敌人应该走过去的任何说明做同样的事情，
that these enemies should walk over and

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然后删除它们，然后创建某种地面对象
then delete them and then instead create

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然后删除它们，然后创建某种地面对象
some kind of ground object that they

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会继续前进，因此让我们继续前进，只需选择对象即可建立路径
will move along so let's go ahead and

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会继续前进，因此让我们继续前进，只需选择对象即可建立路径
make a path by simply selecting objects

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我警告他们，在这里我再次按住Shift键来执行此操作，我警告
here I want them to and again I'm

142
00:06:03,759 --> 00:06:05,300
我警告他们，在这里我再次按住Shift键来执行此操作，我警告
holding down shift to do this I warn

143
00:06:05,500 --> 00:06:10,850
他们-哎呀，那是错误的，是转换正在阻碍那里，所以
them - oops that was a wrong one are the

144
00:06:11,050 --> 00:06:13,310
他们-哎呀，那是错误的，是转换正在阻碍那里，所以
transform is getting in the way there so

145
00:06:13,509 --> 00:06:16,100
我要他们走到那里然后在那儿然后再上一点然后我要他们
I want them to walk down there then over

146
00:06:16,300 --> 00:06:18,139
我要他们走到那里然后在那儿然后再上一点然后我要他们
here and then up a bit then I want them

147
00:06:18,339 --> 00:06:22,160
走过去然后再次走下一条路，这次我要他们走
to walk over and then take a path down

148
00:06:22,360 --> 00:06:25,189
走过去然后再次走下一条路，这次我要他们走
again and this time I want them to go

149
00:06:25,389 --> 00:06:29,840
在这里，然后在周围，然后我们可以使它们上升一点，然后
way down here over here and then around

150
00:06:30,040 --> 00:06:35,650
在这里，然后在周围，然后我们可以使它们上升一点，然后
and we can make them go up a bit and

151
00:06:35,850 --> 00:06:38,740
一遍又一遍，然后我希望他们接受
over and I

152
00:06:38,939 --> 00:06:41,980
一遍又一遍，然后我希望他们接受
and over and then I want them to take

153
00:06:42,180 --> 00:06:45,670
从这里到最终目的地的直线路径，这就是
the straight path down here to their

154
00:06:45,870 --> 00:06:49,150
从这里到最终目的地的直线路径，这就是
final destination point so this is what

155
00:06:49,350 --> 00:06:51,340
我的道路看起来就像您当然可以将其更改为任何您想要的
my path is going to look like you can of

156
00:06:51,540 --> 00:06:53,770
我的道路看起来就像您当然可以将其更改为任何您想要的
course change yours to whatever you want

157
00:06:53,970 --> 00:06:58,090
并以这种方式制作不同的等级，所以这将是第一等级，
and make different levels in this way so

158
00:06:58,290 --> 00:06:59,800
并以这种方式制作不同的等级，所以这将是第一等级，
this is going to be the first level and

159
00:07:00,000 --> 00:07:02,290
我现在要做的是创建一些地面对象以填补这些空白
what I'm going to do now is create some

160
00:07:02,490 --> 00:07:04,840
我现在要做的是创建一些地面对象以填补这些空白
ground objects to fill out these empty

161
00:07:05,040 --> 00:07:07,990
空格，所以我们右键单击转到3d对象，再次选择多维数据集，重置
spaces so let's right-click go to 3d

162
00:07:08,189 --> 00:07:10,480
空格，所以我们右键单击转到3d对象，再次选择多维数据集，重置
objects select cube again reset the

163
00:07:10,680 --> 00:07:14,110
对此进行转换并将其命名为地面对象，然后我们可以继续进行，也许
transform on this and name this a ground

164
00:07:14,310 --> 00:07:16,689
对此进行转换并将其命名为地面对象，然后我们可以继续进行，也许
object then we can go ahead and maybe

165
00:07:16,889 --> 00:07:18,879
再次按住ctrl将其移至默认情况下，将其设为4x4，您可以观看
move this over again holding down ctrl

166
00:07:19,079 --> 00:07:23,949
再次按住ctrl将其移至默认情况下，将其设为4x4，您可以观看
make this a 4x4 by default you can watch

167
00:07:24,149 --> 00:07:27,100
通过点击F放大它，然后为它创建一个新的材质
it here zoom in on it by hitting F let's

168
00:07:27,300 --> 00:07:29,199
通过点击F放大它，然后为它创建一个新的材质
then create a new material for this so

169
00:07:29,399 --> 00:07:32,199
创建材料并将其称为一地，我们将其拖到那里，
create material and call this one ground

170
00:07:32,399 --> 00:07:34,600
创建材料并将其称为一地，我们将其拖到那里，
and we are going to drag it on there and

171
00:07:34,800 --> 00:07:36,639
然后让我们将反照率更改为更深的灰色
then let's change the albedo to

172
00:07:36,839 --> 00:07:39,879
然后让我们将反照率更改为更深的灰色
something a bit more dark grayish that

173
00:07:40,079 --> 00:07:41,770
我们可以将金属Ness稍微撞一下，并一直将其平滑
we can bump up the metallic Ness just a

174
00:07:41,970 --> 00:07:44,230
我们可以将金属Ness稍微撞一下，并一直将其平滑
bit and turn the smoothness all the way

175
00:07:44,430 --> 00:07:46,840
使其成为非常哑光的材料，看起来很棒，而且非常
down to make it a very matte material so

176
00:07:47,040 --> 00:07:50,199
使其成为非常哑光的材料，看起来很棒，而且非常
that looks kind of great and it's very

177
00:07:50,399 --> 00:07:51,968
很明显，这个节点与其他节点不同，所以这是完美的，我们
clear that this node is different from

178
00:07:52,168 --> 00:07:54,400
很明显，这个节点与其他节点不同，所以这是完美的，我们
the others so that's perfect and what we

179
00:07:54,600 --> 00:07:56,468
然后可以做的是，您当然可以在这里使用相同的节点设计，但是我
can then do is you can of course go with

180
00:07:56,668 --> 00:07:59,319
然后可以做的是，您当然可以在这里使用相同的节点设计，但是我
the same node design here but instead I

181
00:07:59,519 --> 00:08:01,389
只是想按比例放大此节点以填充整个路径，以便
simply want to scale up this node to

182
00:08:01,589 --> 00:08:04,030
只是想按比例放大此节点以填充整个路径，以便
fill out the entire path so in order to

183
00:08:04,230 --> 00:08:05,560
这样做可能会将它移到这个小中心
do this that's maybe move it over

184
00:08:05,759 --> 00:08:08,319
这样做可能会将它移到这个小中心
towards the center here of this small

185
00:08:08,519 --> 00:08:10,960
路径的区域，那么我们不仅可以像这样缩放，还可以进入
area of the path then we can instead of

186
00:08:11,160 --> 00:08:13,990
路径的区域，那么我们不仅可以像这样缩放，还可以进入
just scaling like this we can go in and

187
00:08:14,189 --> 00:08:16,629
选择编辑捕捉设置，在这里我们可以调整对象捕捉到
choose edit snap settings and here we

188
00:08:16,829 --> 00:08:20,740
选择编辑捕捉设置，在这里我们可以调整对象捕捉到
can adjust how our objects snap to the

189
00:08:20,939 --> 00:08:22,900
网格，在这种情况下，我们希望比例尺可以捕捉到每个单位，所以我要
grid and in this case we want the scale

190
00:08:23,100 --> 00:08:25,780
网格，在这种情况下，我们希望比例尺可以捕捉到每个单位，所以我要
to snap every one units so I'm going to

191
00:08:25,980 --> 00:08:29,079
在这里扩大规模，看起来每个单位实际上都不是完美的
scale it up here and it looks like

192
00:08:29,279 --> 00:08:31,660
在这里扩大规模，看起来每个单位实际上都不是完美的
everyone units actually wasn't perfect

193
00:08:31,860 --> 00:08:34,028
因为现在我们得到了我们不想要的偏移量，所以我们选择0.1
because now we're getting this offset

194
00:08:34,229 --> 00:08:37,539
因为现在我们得到了我们不想要的偏移量，所以我们选择0.1
which we don't want so let's choose 0.1

195
00:08:37,740 --> 00:08:40,240
再次在这里，然后我们可以找到调整的方法，所以实际上我们也这样做
again here and then we can find adjust

196
00:08:40,440 --> 00:08:43,689
再次在这里，然后我们可以找到调整的方法，所以实际上我们也这样做
this so let's do that's actually too

197
00:08:43,889 --> 00:08:46,569
所以我们可以做零点一个，或者您只需输入正确的
much so we can do point zero one or you

198
00:08:46,769 --> 00:08:48,579
所以我们可以做零点一个，或者您只需输入正确的
can simply type in the correct and

199
00:08:48,779 --> 00:08:51,370
在这里上传我要这样做的，让我们尝试
upload up here which I'm going to do so

200
00:08:51,570 --> 00:08:52,479
在这里上传我要这样做的，让我们尝试
let's try

201
00:08:52,679 --> 00:08:57,069
这里有29个，然后再用工具将其移至第29个
twenty-nine here oops 29 and then move

202
00:08:57,269 --> 00:09:01,539
这里有29个，然后再用工具将其移至第29个
this over with a tool and it's still

203
00:09:01,740 --> 00:09:03,279
偏移，因为我们的运动现在已偏移，所以我们可以简单地设置
offset because our movement is now

204
00:09:03,480 --> 00:09:05,319
偏移，因为我们的运动现在已偏移，所以我们可以简单地设置
offset so what we can simply do is set

205
00:09:05,519 --> 00:09:07,269
这里的位置，您可以在这里看到这是对
the position here and you can see this

206
00:09:07,470 --> 00:09:09,240
这里的位置，您可以在这里看到这是对
right here is the exposition to

207
00:09:09,440 --> 00:09:12,789
十七点五，那是完美的，所以现在它已正确捕捉，并且
seventeen point five and that's perfect

208
00:09:12,990 --> 00:09:15,189
十七点五，那是完美的，所以现在它已正确捕捉，并且
so now it's snapped correctly and that

209
00:09:15,389 --> 00:09:16,509
看起来不错，然后我们可以继续复制该对象将其旋转90
looks fine then we can go ahead and

210
00:09:16,710 --> 00:09:19,329
看起来不错，然后我们可以继续复制该对象将其旋转90
duplicate this object rotate it by 90

211
00:09:19,529 --> 00:09:22,120
按住控制键再次将其向下移动，您可以看到
degrees move it down here again by

212
00:09:22,320 --> 00:09:23,799
按住控制键再次将其向下移动，您可以看到
holding down control and you can see

213
00:09:24,000 --> 00:09:26,620
再次，这是错误地捕捉，所以也许我们应该将它们设置为0.5
again that this is snapped incorrectly

214
00:09:26,820 --> 00:09:29,199
再次，这是错误地捕捉，所以也许我们应该将它们设置为0.5
so maybe we should set these to 0.5 on

215
00:09:29,399 --> 00:09:33,639
X和Z，所以我们可以将其向下移动，然后我们可以缩放它，我想要
the X and Z so we can move it down there

216
00:09:33,840 --> 00:09:36,429
X和Z，所以我们可以将其向下移动，然后我们可以缩放它，我想要
and then we can scale it in and I want

217
00:09:36,629 --> 00:09:40,569
每隔0.1个单位执行一次并将其移至上方，您可以继续这样做
to do this every 0.1 units and move it

218
00:09:40,769 --> 00:09:43,059
每隔0.1个单位执行一次并将其移至上方，您可以继续这样做
over and you can just keep doing this to

219
00:09:43,259 --> 00:09:47,019
像这样填满整个关卡，然后我们可以再次复制
fill out the entire level something like

220
00:09:47,220 --> 00:09:48,729
像这样填满整个关卡，然后我们可以再次复制
that and then we can again duplicate

221
00:09:48,929 --> 00:09:53,019
然后将其旋转回去，然后我将填写整个
this and rotate it back and I'm just

222
00:09:53,220 --> 00:09:54,609
然后将其旋转回去，然后我将填写整个
going to do this to fill out the entire

223
00:09:54,809 --> 00:09:57,279
路径，当我完成后，我会回来的
path and when I'm done I'm going to be

224
00:09:57,480 --> 00:09:59,720
路径，当我完成后，我会回来的
back

225
00:10:04,649 --> 00:10:06,740
好的，我完成了地图的创建，当然可以了
okay so I'm done creating our map and

226
00:10:06,940 --> 00:10:08,959
好的，我完成了地图的创建，当然可以了
this looks just fine you could of course

227
00:10:09,159 --> 00:10:11,839
比我花更多的时间，但是为了本教程，让我们
spend more time on this than I do but

228
00:10:12,039 --> 00:10:13,490
比我花更多的时间，但是为了本教程，让我们
for the sake of the tutorial let's

229
00:10:13,690 --> 00:10:15,740
继续，让我们右键单击层次结构以创建另一个空对象
continue and let's right-click in the

230
00:10:15,940 --> 00:10:17,719
继续，让我们右键单击层次结构以创建另一个空对象
hierarchy to create another empty object

231
00:10:17,919 --> 00:10:19,939
我将要重置它，并称其为一个环境，然后我们
and I'm just going to reset this and

232
00:10:20,139 --> 00:10:23,389
我将要重置它，并称其为一个环境，然后我们
call this one environment and then we

233
00:10:23,589 --> 00:10:25,490
可以拿走我们所有的地面物体并将其拖到环境中并关闭
can take all of our ground objects and

234
00:10:25,690 --> 00:10:27,948
可以拿走我们所有的地面物体并将其拖到环境中并关闭
drag them into the environment and close

235
00:10:28,149 --> 00:10:30,439
就这样，然后让我们创建一个将充当我们对象的对象
that off just like that then let's

236
00:10:30,639 --> 00:10:33,169
就这样，然后让我们创建一个将充当我们对象的对象
create a object that will act as our

237
00:10:33,370 --> 00:10:35,419
起点，它将作为我们的终点，您再次知道
starting point and one that will act as

238
00:10:35,620 --> 00:10:37,609
起点，它将作为我们的终点，您再次知道
our ending point and again you know the

239
00:10:37,809 --> 00:10:40,758
过程3d对象多维数据集重置它称为这一开始，我要做
procedure 3d object cube reset it call

240
00:10:40,958 --> 00:10:43,099
过程3d对象多维数据集重置它称为这一开始，我要做
this one start and I'm going to do

241
00:10:43,299 --> 00:10:49,008
这是大写字母，是的，这很好，让我们继续添加一个
capital letters on this one and yeah so

242
00:10:49,208 --> 00:10:50,539
这是大写字母，是的，这很好，让我们继续添加一个
that's fine and let's go ahead and add a

243
00:10:50,740 --> 00:10:54,740
为此的材料，因此实际上，此开始节点必须是四乘四
material for this so actually this start

244
00:10:54,940 --> 00:10:57,889
为此的材料，因此实际上，此开始节点必须是四乘四
node here needs to be four by four on

245
00:10:58,089 --> 00:11:00,139
X和Z也一样，然后我在Y上考虑四个，所以我们能做些什么
the X and Z as well and then I'm

246
00:11:00,339 --> 00:11:03,409
X和Z也一样，然后我在Y上考虑四个，所以我们能做些什么
thinking four on the Y so what we can do

247
00:11:03,610 --> 00:11:06,198
这是因为我们实际上可以将其向上移动两点五，然后我们可以
with this is that we can actually move

248
00:11:06,399 --> 00:11:11,539
这是因为我们实际上可以将其向上移动两点五，然后我们可以
it up by two point five and then we can

249
00:11:11,740 --> 00:11:15,740
把它拖到这里站在我们的地上，我就把它拖过来
drag it over to stand on our ground here

250
00:11:15,940 --> 00:11:17,659
把它拖到这里站在我们的地上，我就把它拖过来
and I'm just going to drag it over so

251
00:11:17,860 --> 00:11:20,240
正确地是x之类的东西，这将是起点
it's x correctly something like that and

252
00:11:20,440 --> 00:11:21,979
正确地是x之类的东西，这将是起点
this is going to be the starting point

253
00:11:22,179 --> 00:11:25,490
所以我认为这看起来还不错，我们可以做的就是
so I think this looks just fine and what

254
00:11:25,690 --> 00:11:27,709
所以我认为这看起来还不错，我们可以做的就是
we can do with this is that we can then

255
00:11:27,909 --> 00:11:29,359
更改材质，让我们创建一个新材质，这将是
change the material so let's create a

256
00:11:29,559 --> 00:11:32,000
更改材质，让我们创建一个新材质，这将是
new material and this is going to be

257
00:11:32,200 --> 00:11:35,029
这个开始，我只是将其拖到那里
this start and I'm just going to drag

258
00:11:35,230 --> 00:11:35,870
这个开始，我只是将其拖到那里
that on there

259
00:11:36,070 --> 00:11:38,839
然后将反照率更改为um，让我们将其更改为
and then change the albedo to something

260
00:11:39,039 --> 00:11:42,019
然后将反照率更改为um，让我们将其更改为
um let's see let's change this to

261
00:11:42,220 --> 00:11:45,828
有些绿色，有些是磨砂绿色，我觉得那里的颜色看起来
something green so some kind of matte

262
00:11:46,028 --> 00:11:48,649
有些绿色，有些是磨砂绿色，我觉得那里的颜色看起来
green I think that color there looks

263
00:11:48,850 --> 00:11:50,508
很好，让我们再次降低平滑度，也许只是
just fine let's again bump down the

264
00:11:50,708 --> 00:11:53,269
很好，让我们再次降低平滑度，也许只是
smoothness quite a bit and maybe just a

265
00:11:53,470 --> 00:11:55,429
金属的，没有金属的，Ignace在这上面，我不希望这样
bit of metallic no no metal Ignace on

266
00:11:55,629 --> 00:11:58,008
金属的，没有金属的，Ignace在这上面，我不希望这样
this one and I don't want this to be on

267
00:11:58,208 --> 00:12:01,429
太饱和了，这样的东西看起来不错，我想，然后我们
too saturated so something like that

268
00:12:01,629 --> 00:12:04,039
太饱和了，这样的东西看起来不错，我想，然后我们
looks pretty nice I think and then we

269
00:12:04,240 --> 00:12:06,229
可以简单地复制此节点，然后将其拖到此处并将其设为我们
can simply duplicate this node and then

270
00:12:06,429 --> 00:12:10,549
可以简单地复制此节点，然后将其拖到此处并将其设为我们
drag it over here and make this one our

271
00:12:10,750 --> 00:12:13,699
结束节点，所以我们走了，这将是我们的结束，我们将要
end node so there we go and this is

272
00:12:13,899 --> 00:12:16,309
结束节点，所以我们走了，这将是我们的结束，我们将要
going to be our end and we are going to

273
00:12:16,509 --> 00:12:17,029
为此创建一个材料
create a

274
00:12:17,230 --> 00:12:18,740
为此创建一个材料
material for this I'm just going to

275
00:12:18,940 --> 00:12:20,689
复制此起始材料并称为这一末端，让我们将其拖动到此处
duplicate this start material and call

276
00:12:20,889 --> 00:12:23,959
复制此起始材料并称为这一末端，让我们将其拖动到此处
this one end let's drag it on there as

277
00:12:24,159 --> 00:12:26,959
好，将反照率更改为更红色，我们希望这有点
well and change the albedo to something

278
00:12:27,159 --> 00:12:30,709
好，将反照率更改为更红色，我们希望这有点
more red and we want this to be a bit

279
00:12:30,909 --> 00:12:33,049
更饱和，所以很明显，这是红色很棒，所以
more saturated so it's very clear that

280
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更饱和，所以很明显，这是红色很棒，所以
this is a red color great so it's going

281
00:12:37,000 --> 00:12:38,719
从这颗恒星上走出来，可能看起来有点像这样
to walk from this star that's maybe just

282
00:12:38,919 --> 00:12:43,250
从这颗恒星上走出来，可能看起来有点像这样
a bit too much something like that looks

283
00:12:43,450 --> 00:12:46,009
至少在我的屏幕上很不错，所以它将从头开始一直走
nice on my screen at least so it's going

284
00:12:46,210 --> 00:12:47,929
至少在我的屏幕上很不错，所以它将从头开始一直走
to walk from start and all the way along

285
00:12:48,129 --> 00:12:53,089
这条路径到我们的终端节点，我们应该能够移除盒子
this path over to our end node and we

286
00:12:53,289 --> 00:12:55,429
这条路径到我们的终端节点，我们应该能够移除盒子
should be able to remove the box

287
00:12:55,629 --> 00:12:57,349
起始节点和结束节点上的对撞机以及所有节点上的对撞机
colliders on the start and end node

288
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起始节点和结束节点上的对撞机以及所有节点上的对撞机
along with the colliders on all of our

289
00:13:00,190 --> 00:13:03,019
地面物体，所以我们只需要删除这些物体上的对撞机框即可
ground objects so let's just remove the

290
00:13:03,220 --> 00:13:05,089
地面物体，所以我们只需要删除这些物体上的对撞机框即可
box Collider on those and if you are

291
00:13:05,289 --> 00:13:06,859
非常聪明，您已经将地面物体制成了预制件，我认为
very smart you had made the ground

292
00:13:07,059 --> 00:13:09,889
非常聪明，您已经将地面物体制成了预制件，我认为
object into a prefab I did not think

293
00:13:10,090 --> 00:13:12,289
关于这一点，如果您还没有创建它们，现在也可以这样做
about this you might as well do it if

294
00:13:12,490 --> 00:13:14,750
关于这一点，如果您还没有创建它们，现在也可以这样做
you haven't created them yet but for now

295
00:13:14,950 --> 00:13:17,240
统一多个对象选择效果很好，所以我们保存此场景并
unities multiple object selection works

296
00:13:17,440 --> 00:13:20,329
统一多个对象选择效果很好，所以我们保存此场景并
just fine so let's save this scene and

297
00:13:20,529 --> 00:13:22,459
这几乎将在下一个视频中包含第一个视频
this is pretty much going to include the

298
00:13:22,659 --> 00:13:25,129
这几乎将在下一个视频中包含第一个视频
very first video on this in the next one

299
00:13:25,330 --> 00:13:26,929
我们将使这个场景更加生动，希望您喜欢
we are going to make this scene come to

300
00:13:27,129 --> 00:13:30,199
我们将使这个场景更加生动，希望您喜欢
life a bit more so I hope you enjoyed

301
00:13:30,399 --> 00:13:32,059
这个视频我希望您对这个视频中的未来视频有同样的期待
this video I hope that you're looking as

302
00:13:32,259 --> 00:13:34,969
这个视频我希望您对这个视频中的未来视频有同样的期待
much forward to future videos in this

303
00:13:35,169 --> 00:13:38,000
再次感谢所有出色的patreon支持者
series as I am and again thanks to all

304
00:13:38,200 --> 00:13:40,490
再次感谢所有出色的patreon支持者
of the amazing patreon supporters so

305
00:13:40,690 --> 00:13:42,319
感谢您观看视频，感谢大家的支持，我将在下一个视频中见到您
thanks for watching the video and I'll

306
00:13:42,519 --> 00:13:44,899
感谢您观看视频，感谢大家的支持，我将在下一个视频中见到您
see you in the next one thanks to all of

307
00:13:45,100 --> 00:13:46,549
迄今已捐赠的优秀patreon支持者，并特别感谢
the awesome patreon supporters who have

308
00:13:46,750 --> 00:13:49,009
迄今已捐赠的优秀patreon支持者，并特别感谢
donated so far and a special thanks to

309
00:13:49,210 --> 00:13:51,019
真名叫Jeff的勒克斯游戏电视
Lux game TV with the real name Jeff

310
00:13:51,220 --> 00:13:56,220
真名叫Jeff的勒克斯游戏电视
sacred


