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- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh0pppib5eyc.txt +162 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh0ucw9e76f6.txt +108 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh29wpicgvh0.txt +38 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh2cr30yeak0.txt +54 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh2pir0hat1s.txt +185 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh2teu0bmfbc.txt +166 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh2xoxrop0la.txt +166 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh333vim2h44.txt +137 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh3ecor1x5cm.txt +65 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh3fmi0t99ns.txt +154 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh3oxo0ojgxk.txt +31 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh3pgiraqkiu.txt +52 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh3rgo0c16c8.txt +367 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh4ppo02m1o8.txt +82 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh57xz9afh7e.txt +29 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh5jko05fzyw.txt +119 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh5n160t2b6w.txt +323 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh5y5001vqd4.txt +74 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh63ox06afy8.txt +61 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh65jrr2yj3i.txt +69 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh6ate95agb6.txt +52 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh6fj30p2cmo.txt +70 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh6rh59iil2i.txt +190 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh8w69rzuc3i.txt +110 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh9fj3rudd9q.txt +153 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mha42r0cwx74.txt +55 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhaneb9qnvay.txt +77 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhaqt9rgqv4u.txt +83 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhawd6rl5kpy.txt +123 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhb3ho0k5l2w.txt +98 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhbgx0rspbqu.txt +88 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhciimiw86jg.txt +98 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhctmgi51lpo.txt +57 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhd7nxrfa8im.txt +46 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhdtk89yhd6q.txt +18 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhdznsie9up8.txt +83 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhe1030vx380.txt +66 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhe1ixri46ta.txt +58 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhe8yn9bysd6.txt +52 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhei6orvcbkm.txt +33 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhen7r0djxkg.txt +31 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhesro0hyn5k.txt +40 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhewyi0fjfvs.txt +180 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhexhcr1qjh2.txt +42 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mheybl0mdcqo.txt +20 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhf45sisuup8.txt +117 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhfc0lr1tcke.txt +172 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhfmxw9fn6n6.txt +614 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhfua005zpeg.txt +96 -0
- data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhfvn30ctm9c.txt +71 -0
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh0pppib5eyc.txt
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| 1 |
+
/
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| 2 |
+
/
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| 3 |
+
/
|
| 4 |
+
Mini-Map Marker
|
| 5 |
+
I. Mini-Map Marker Component Functions
|
| 6 |
+
The Mini-Map Marker Component supports displaying entities on the prefabricated
|
| 7 |
+
Mini-Map UI Controls through visual indicators such as icons/ranges
|
| 8 |
+
The Mini-Map Marker Component needs to be mounted on entities; it supports players,
|
| 9 |
+
objects, and creations
|
| 10 |
+
Mini-Map Markers can be enabled/disabled through their default settings, or be
|
| 11 |
+
controlled through node graphs
|
| 12 |
+
II. Editing Mini-Map Marker Components
|
| 13 |
+
1. Adding Components
|
| 14 |
+
(1) In the Entity or Prefab editing interface, open the Component Editing Tab
|
| 15 |
+
(2) Click "Add Components" below, then select and click "Mini-map Marker" to add it
|
| 16 |
+
(3) Click "Advanced Editing" to expand the Editing Tab
|
| 17 |
+
2. Basic Information of Mini-Map Marker Components
|
| 18 |
+
Configuration Parameters
|
| 19 |
+
Description
|
| 20 |
+
Initially Effective
|
| 21 |
+
The drop-down menu provides a list of mini-map markers
|
| 22 |
+
Use the check box to toggle the marker's active state. Cha
|
| 23 |
+
tab
|
| 24 |
+
*Mini-Map Marker List
|
| 25 |
+
Enumerates all mini-map markers for entity configuration
|
| 26 |
+
3. Add Mini-Map Markers
|
| 27 |
+
Click "Advanced Editing" to edit the Mini-Map Marker
|
| 28 |
+
The added mini-map marker is initially effective by default.
|
| 29 |
+
4. Mini-Map Marker Parameter Descriptions
|
| 30 |
+
(1) Display Settings
|
| 31 |
+
Configuration Parameters
|
| 32 |
+
Description
|
| 33 |
+
Initially Visible to All
|
| 34 |
+
Players
|
| 35 |
+
When enabled, the marker will be visible on the mini-map of
|
| 36 |
+
Follow Object Visibility
|
| 37 |
+
If enabled, when the entity is hidden, the mini-map marker w
|
| 38 |
+
Display Priority
|
| 39 |
+
When Mini-Map Markers overlap at the same location, the m
|
| 40 |
+
number indicates a higher priority
|
| 41 |
+
(2) Marker Style
|
| 42 |
+
Configuration Parameters
|
| 43 |
+
Description
|
| 44 |
+
Select Type
|
| 45 |
+
It is divided into several types: icon, range, marker, player's
|
| 46 |
+
have different configuration parameters.
|
| 47 |
+
Show Height Difference
|
| 48 |
+
When enabled, entities with height differences exceeding 10
|
| 49 |
+
(3) Classification of Selection Types
|
| 50 |
+
Configuration Parameters
|
| 51 |
+
Description
|
| 52 |
+
Selec Icon
|
| 53 |
+
Offers a variety of icons to choose from
|
| 54 |
+
Background
|
| 55 |
+
Options: None, Circle
|
| 56 |
+
Background Border Color
|
| 57 |
+
Icon background color supports specific colors as well as
|
| 58 |
+
Logic-driven colors include
|
| 59 |
+
[Hostility] Enemies in red, friends in green, and self i
|
| 60 |
+
[Follow Own Faction] Based on the current faction's
|
| 61 |
+
[Follow Owner's Faction] Based on the current entity
|
| 62 |
+
Clickable
|
| 63 |
+
When enabled, open the map and click on the marker to
|
| 64 |
+
Text Content
|
| 65 |
+
Click to set the text on the right
|
| 66 |
+
Configuration Parameters
|
| 67 |
+
Description
|
| 68 |
+
Area Style
|
| 69 |
+
Area's border can be displayed as a solid line or a dotted
|
| 70 |
+
Color
|
| 71 |
+
Icon background color supports specific colors as well as
|
| 72 |
+
Logic-driven colors include:
|
| 73 |
+
[Hostility] Enemies in red, friends in green, and self i
|
| 74 |
+
[Follow Own Faction] Based on the current faction's
|
| 75 |
+
[Follow Owner's Faction] Based on the current entity
|
| 76 |
+
Area Size (m)
|
| 77 |
+
Displays proportionally in the Mini-Map UI Controls accor
|
| 78 |
+
Configuration Parameters
|
| 79 |
+
Description
|
| 80 |
+
Style Preview
|
| 81 |
+
Displays the point style which cannot be modified. Points
|
| 82 |
+
Color
|
| 83 |
+
Icon background color supports specific colors as well as
|
| 84 |
+
Logic-driven colors include:
|
| 85 |
+
[Hostility] Enemies in red, friends in green, and self i
|
| 86 |
+
[Follow Own Faction] Based on the current faction's
|
| 87 |
+
[Follow Owner's Faction] Based on the current entity
|
| 88 |
+
Configuration Parameters
|
| 89 |
+
Description
|
| 90 |
+
Style Preview
|
| 91 |
+
The preview icon shows the creator's (Craftsperson's) cu
|
| 92 |
+
nodes. Player markers cannot be clicked on the world m
|
| 93 |
+
Background Border Color
|
| 94 |
+
Icon background color supports specific colors and logic-
|
| 95 |
+
Logic-driven colors include:
|
| 96 |
+
[Hostility] Enemies in red, friends in green, and self i
|
| 97 |
+
[Follow Own Faction] Based on the current faction's
|
| 98 |
+
[Follow Owner's Faction] Based on the current entity
|
| 99 |
+
Icon Preview
|
| 100 |
+
This can only be set for creations. Preview only, not edita
|
| 101 |
+
Background Border Color
|
| 102 |
+
Icon background color supports specific colors and logic-
|
| 103 |
+
Logic-driven colors include:
|
| 104 |
+
[Hostility] Enemies in red, friends in green, and self i
|
| 105 |
+
[Follow Own Faction] Based on the current faction's
|
| 106 |
+
Clickable
|
| 107 |
+
When enabled, open the map and click on the marker to
|
| 108 |
+
Marker Name
|
| 109 |
+
Name of the marker
|
| 110 |
+
Text Content
|
| 111 |
+
Click to set the text on the right
|
| 112 |
+
III. Managing Mini-Map Markers Through Node
|
| 113 |
+
Graphs
|
| 114 |
+
Batch modify the Mini-Map Marker states of target entities through the input list of mini-
|
| 115 |
+
map marker IDs.
|
| 116 |
+
Scan Tag
|
| 117 |
+
Light Source
|
| 118 |
+
Concept Introduction
|
| 119 |
+
Functions
|
| 120 |
+
Common Components
|
| 121 |
+
Mini-Map Marker
|
| 122 |
+
Click
|
| 123 |
+
to add mini-map markers.
|
| 124 |
+
|
| 125 |
+
Marker X, where X is an ID, can be used as a node input to adjust the initial
|
| 126 |
+
activation parameters of the mini-map marker.
|
| 127 |
+
|
| 128 |
+
Icons
|
| 129 |
+
|
| 130 |
+
AoE
|
| 131 |
+
|
| 132 |
+
Marker
|
| 133 |
+
|
| 134 |
+
Player's Marker
|
| 135 |
+
|
| 136 |
+
Creation Icon
|
| 137 |
+
|
| 138 |
+
Modify Mini-Map Marker Activation Status
|
| 139 |
+
|
| 140 |
+
Modify Player List for Visible Mini-Map Markers
|
| 141 |
+
|
| 142 |
+
Modify Player Markers on the Mini-Map
|
| 143 |
+
|
| 144 |
+
Modify Mini-Map Zoom
|
| 145 |
+
|
| 146 |
+
Modify Player List for Tracking Mini-Map Markers
|
| 147 |
+
|
| 148 |
+
Query Specified Mini-Map Marker Information
|
| 149 |
+
|
| 150 |
+
Get Entity's Mini-Map Marker Status
|
| 151 |
+
|
| 152 |
+
Home
|
| 153 |
+
News
|
| 154 |
+
About Us
|
| 155 |
+
Careers
|
| 156 |
+
Business Affairs
|
| 157 |
+
Privacy Policy
|
| 158 |
+
Terms of Service
|
| 159 |
+
Help Center
|
| 160 |
+
General Guide
|
| 161 |
+
Tutorial
|
| 162 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh0ucw9e76f6.txt
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| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
/
|
| 4 |
+
Ability Units
|
| 5 |
+
I. Definition of Ability Unit
|
| 6 |
+
1. What is an Ability Unit
|
| 7 |
+
Ability Units are a set of ability data predefined by creators (Craftspeople) during editing,
|
| 8 |
+
which can be called by multiple other functional modules at runtime, such as node
|
| 9 |
+
graphs, on-hit detection components, and local projectiles
|
| 10 |
+
Includes the following types:
|
| 11 |
+
Type
|
| 12 |
+
Description
|
| 13 |
+
Hitbox Attack
|
| 14 |
+
Initiates a hitbox attack based on a specified target or
|
| 15 |
+
attack hitbox collides with an entity's hurtbox, it launch
|
| 16 |
+
that entity
|
| 17 |
+
Direct Attack
|
| 18 |
+
Perform a direct attack on the specified target
|
| 19 |
+
Play Special Effects
|
| 20 |
+
Play a timed effect based on a specified target or loca
|
| 21 |
+
Create Local Projectiles
|
| 22 |
+
Create a local projectile based on a specified target o
|
| 23 |
+
Add Unit Statuses
|
| 24 |
+
Add Unit Statuses to the specified target
|
| 25 |
+
Remove Unit Status
|
| 26 |
+
Remove Unit Status from the specified target
|
| 27 |
+
Destroy Self
|
| 28 |
+
Destroy self
|
| 29 |
+
Recover HP
|
| 30 |
+
Restore a certain amount of HP for the target
|
| 31 |
+
2. How to Use Ability Units
|
| 32 |
+
Ability units are a set of pure data that has no functions on their own. Therefore, other
|
| 33 |
+
systems are needed to call these ability units to achieve their corresponding effects
|
| 34 |
+
There are several entry points for ability unit call in the current mode. Note that each
|
| 35 |
+
entry point has different types of ability units available
|
| 36 |
+
Call Type
|
| 37 |
+
Description
|
| 38 |
+
Server Node Graph Direct Call
|
| 39 |
+
Directly initiate an ability unit call from the server node
|
| 40 |
+
and can only use attack-related ability units.
|
| 41 |
+
On-Hit Detection Component
|
| 42 |
+
Hit Event Call
|
| 43 |
+
On-Hit Detection When hitting an entity or scene, Abil
|
| 44 |
+
call can be triggered once
|
| 45 |
+
Local Projectile Hit Event Call
|
| 46 |
+
When local projectile hits an entity or scene, Ability Un
|
| 47 |
+
be triggered once
|
| 48 |
+
Local Projectile Destruction
|
| 49 |
+
Event Call
|
| 50 |
+
When local projectile is destroyed, Ability Unit call ca
|
| 51 |
+
triggered once
|
| 52 |
+
II. Editing Ability Units
|
| 53 |
+
1. Entry Point for Ability Units Editing
|
| 54 |
+
(1) Entry Point for Specialized Settings Tab Editing
|
| 55 |
+
Click "Advanced Editing" to enter the details interface
|
| 56 |
+
(2) Entry Point for Local Projectiles Tab Editing
|
| 57 |
+
Click "Advanced Editing" to enter the details interface
|
| 58 |
+
2. Editing Ability Units
|
| 59 |
+
On the ability unit details editor tab, click the "+" icon to add a new ability unit setting
|
| 60 |
+
You can then switch the ability unit type in the Ability Unit Type option
|
| 61 |
+
3. Ability Unit Effects
|
| 62 |
+
See Ability Unit Effects
|
| 63 |
+
4. Ability Unit Call
|
| 64 |
+
(1) Server Node Graph Node Call
|
| 65 |
+
In the server node graph, you can call three ability units: [Hitbox Attack], [Direct Attack],
|
| 66 |
+
and [Restore HP]
|
| 67 |
+
[Hitbox Attack] and [Direct Attack] are called using the [Initiate Attack] node
|
| 68 |
+
Call the [Recover HP] behavior by calling the [Recover HP] node
|
| 69 |
+
(2) Called When On-Hit Detection Component Registers a Hit
|
| 70 |
+
The on-hit detection component can be configured with ability units that [Trigger on Hit]
|
| 71 |
+
Click Details to enter the on-hit detection component details settings interface
|
| 72 |
+
Click "Add Ability Units" to add pre-configured ability units
|
| 73 |
+
When on-hit detection is successfully triggered, the configured ability unit will be called
|
| 74 |
+
immediately
|
| 75 |
+
Compared to handling the same logic using the [When On-Hit Detection Is Triggered]
|
| 76 |
+
event in the server node graph, configuring in [On-Hit Trigger Settings] allows ability
|
| 77 |
+
units to trigger more quickly locally, reducing the impact of network latency
|
| 78 |
+
(3) Called When Local Projectile Hits
|
| 79 |
+
In the [On-Hit Detection] component of local projectiles, you can also configure ability
|
| 80 |
+
units that [Trigger on Hit]. Since local projectiles don't have node graph configurations,
|
| 81 |
+
most of the logic for local projectiles needs to be written through hit trigger logic
|
| 82 |
+
As shown in the graph below, this is a common ability unit configuration where a local
|
| 83 |
+
projectile hits, plays VFX, and finally destroys itself
|
| 84 |
+
Configure in order: the three ability units of Direct Attack - Play VFX - Destroy Self
|
| 85 |
+
Then configure in the On-Hit Trigger Settings to make the local projectile deal damage,
|
| 86 |
+
play special effects, and finally make itself disappear upon impact
|
| 87 |
+
(4) Called When Local Projectile Is Destroyed
|
| 88 |
+
In the [Behavior Settings at End of Life Cycle] on the base attributes tab of the local
|
| 89 |
+
projectile, you can also reference a set of ability units
|
| 90 |
+
Typically used for behaviors executed when a local projectile is destroyed, such as
|
| 91 |
+
initiating an attack upon destruction
|
| 92 |
+
Combat Settings
|
| 93 |
+
General Settings
|
| 94 |
+
Concept Introduction
|
| 95 |
+
Functions
|
| 96 |
+
Specialized Settings
|
| 97 |
+
Ability Units
|
| 98 |
+
Home
|
| 99 |
+
News
|
| 100 |
+
About Us
|
| 101 |
+
Careers
|
| 102 |
+
Business Affairs
|
| 103 |
+
Privacy Policy
|
| 104 |
+
Terms of Service
|
| 105 |
+
Help Center
|
| 106 |
+
General Guide
|
| 107 |
+
Tutorial
|
| 108 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh29wpicgvh0.txt
ADDED
|
@@ -0,0 +1,38 @@
|
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|
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|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
Before You Read
|
| 2 |
+
I. Disclaimer
|
| 3 |
+
The content in this comprehensive guide is currently in a testing phase and will be
|
| 4 |
+
supplemented and corrected periodically. If Creators (Craftspeople) notice areas for
|
| 5 |
+
improvement while reading, please submit feedback through the standard channels
|
| 6 |
+
II. Content Introduction
|
| 7 |
+
This guide consists of the following five sections
|
| 8 |
+
1. Interface Guide
|
| 9 |
+
This section introduces the interface features used when editing Stages, including how
|
| 10 |
+
to open them and how to use them Interface Guide
|
| 11 |
+
2. Concept Introduction
|
| 12 |
+
Explains the basic concepts Creators (Craftspeople) may encounter while editing their
|
| 13 |
+
Stages, along with their purposes and configuration methods Concept Introduction
|
| 14 |
+
3. Support Function
|
| 15 |
+
Introduction to various global checking functions used for load calculation and
|
| 16 |
+
detection Support Function
|
| 17 |
+
4. Appendix
|
| 18 |
+
Supplementary content to the main text, providing more detailed but lower-priority
|
| 19 |
+
information Appendix
|
| 20 |
+
III. Special Symbol Description
|
| 21 |
+
While reading the main text, you will see some text displayed in special colors or
|
| 22 |
+
marked with special symbols
|
| 23 |
+
Among them:
|
| 24 |
+
Red italics indicate basic concept terms. Each term has a specific, unique meaning
|
| 25 |
+
Blue italics indicate concepts used in the Editing interface in this article
|
| 26 |
+
Interface Guide
|
| 27 |
+
Before You Read
|
| 28 |
+
Home
|
| 29 |
+
News
|
| 30 |
+
About Us
|
| 31 |
+
Careers
|
| 32 |
+
Business Affairs
|
| 33 |
+
Privacy Policy
|
| 34 |
+
Terms of Service
|
| 35 |
+
Help Center
|
| 36 |
+
General Guide
|
| 37 |
+
Tutorial
|
| 38 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh2cr30yeak0.txt
ADDED
|
@@ -0,0 +1,54 @@
|
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|
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|
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|
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|
|
|
|
|
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|
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|
|
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|
|
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|
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|
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|
|
|
|
|
|
|
|
|
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|
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|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
/
|
| 4 |
+
Currency
|
| 5 |
+
I. Definition of Currency
|
| 6 |
+
Currency is a general item used in gameplay. It is used to determine the value of virtual
|
| 7 |
+
items and evaluate whether trades can be completed. Currency can be held by units
|
| 8 |
+
and will increase or decrease through trading or Node Graph logic
|
| 9 |
+
II. Editing Currency
|
| 10 |
+
Enter the editing interface through the [Currency and Inventory] button
|
| 11 |
+
Enter the Currency tab to edit the currency details
|
| 12 |
+
Currency Name: Name defined by the creator (Craftsperson) for the currency
|
| 13 |
+
Configuration ID: Unique identifier for currency data
|
| 14 |
+
Base Attributes
|
| 15 |
+
Loot: Converted into loots and created in the scene
|
| 16 |
+
Destroy: Currency is destroyed
|
| 17 |
+
Save: Only applies to characters. Currency will be retained after character revival.
|
| 18 |
+
For units other than characters, this is equivalent to Destroy
|
| 19 |
+
Shared Reward: All players share the same currency loot entity. Once one player
|
| 20 |
+
picks it up, other players can no longer pick it up
|
| 21 |
+
Individualized Reward: Each player will have their own independent currency loot
|
| 22 |
+
entity generated locally, and players' pickup actions do not affect each other
|
| 23 |
+
Equipment
|
| 24 |
+
Inventory
|
| 25 |
+
Concept Introduction
|
| 26 |
+
Advanced Concepts
|
| 27 |
+
Resource System
|
| 28 |
+
Currency
|
| 29 |
+
Icon: The display style of currency during gameplay. You can click the icon to
|
| 30 |
+
select one from prefabricated icons
|
| 31 |
+
|
| 32 |
+
Destruction Debris: The logic executed when the currency owner is defeated
|
| 33 |
+
|
| 34 |
+
Loot Drop Mechanics: When currency drops, it will be converted into an entity that
|
| 35 |
+
drops in the scene
|
| 36 |
+
|
| 37 |
+
Corresponding Loot Appearance: Configure a loot prefab, which is a prefab with
|
| 38 |
+
physical properties. When a virtual item is created in the scene, it will be displayed
|
| 39 |
+
using the related loot model
|
| 40 |
+
|
| 41 |
+
Display Priority : The higher the number, the higher the item will be displayed in the
|
| 42 |
+
inventory
|
| 43 |
+
|
| 44 |
+
Home
|
| 45 |
+
News
|
| 46 |
+
About Us
|
| 47 |
+
Careers
|
| 48 |
+
Business Affairs
|
| 49 |
+
Privacy Policy
|
| 50 |
+
Terms of Service
|
| 51 |
+
Help Center
|
| 52 |
+
General Guide
|
| 53 |
+
Tutorial
|
| 54 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh2pir0hat1s.txt
ADDED
|
@@ -0,0 +1,185 @@
|
|
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|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
/
|
| 4 |
+
On-Hit Detection
|
| 5 |
+
I. Functions of On-Hit Detection Components
|
| 6 |
+
On-Hit Detection Components can send hit events to the server node graph when the
|
| 7 |
+
hit area defined within the component encounters other entities or scene terrain
|
| 8 |
+
(including water surfaces). In most cases, this can be used to handle the function of a
|
| 9 |
+
projectile's hitbox
|
| 10 |
+
It can also immediately trigger an ability unit (attack only) locally when the hit area
|
| 11 |
+
contacts other entities
|
| 12 |
+
On-Hit Detection Components support multiple on-Hit detection areas taking effect
|
| 13 |
+
simultaneously, and their effective ranges will stack.
|
| 14 |
+
A typical use case is using this component as a projectile's On-Hit Detection Box. It
|
| 15 |
+
determines when a projectile hits a target and processes post-hit events in the Node
|
| 16 |
+
Graph (such as dealing damage or playing special effects)
|
| 17 |
+
II. Editing On-Hit Detection Components
|
| 18 |
+
1. Add Components
|
| 19 |
+
(1) In the Entity/Prefab Editing interface, open the Component Editing Tab
|
| 20 |
+
(2) Click "Add Common Components" below, then click "On-Hit Detection" to add it
|
| 21 |
+
(3) Click "Advanced Editing" to expand the editing tab
|
| 22 |
+
2. Editing Hit Rules
|
| 23 |
+
The parameters and their functions are as follows:
|
| 24 |
+
Parameter
|
| 25 |
+
Function
|
| 26 |
+
Trigger Type
|
| 27 |
+
Single Trigger: On-Hit Detection triggers only once dur
|
| 28 |
+
event is sent to the Node Graph at most once during i
|
| 29 |
+
Non-Repeating Trigger: For each hit entity, On-Hit Det
|
| 30 |
+
Repeating Trigger: Can trigger multiple times, subject
|
| 31 |
+
wait for the trigger interval time before triggering again
|
| 32 |
+
Trigger Interval
|
| 33 |
+
Only configurable when trigger type is set to Repeatin
|
| 34 |
+
Detection Delay Time
|
| 35 |
+
When an entity is created, it will delay On-Hit Detectio
|
| 36 |
+
Time].
|
| 37 |
+
Common use is to prevent projectile-type objects from
|
| 38 |
+
Enable Continuous Collision
|
| 39 |
+
Detection
|
| 40 |
+
When enabled, activates Continuous Collision Detectio
|
| 41 |
+
Continuous Collision Detection: When an entity is mov
|
| 42 |
+
may result in "tunneling" (where the entity passes thro
|
| 43 |
+
to large position differences between frames. Enabling
|
| 44 |
+
speed movement
|
| 45 |
+
CCD has a significant performance cost, so it is only r
|
| 46 |
+
speed movement requiring precise hits)
|
| 47 |
+
Continuous Collision Detection
|
| 48 |
+
Type
|
| 49 |
+
Above Speed Threshold: CCD is only enabled when th
|
| 50 |
+
optimize performance.
|
| 51 |
+
Continuously Effective: Continuously effective, more pe
|
| 52 |
+
Speed Threshold
|
| 53 |
+
Only effective when CCD type is set to "Above Speed
|
| 54 |
+
velocity exceeds this value, which helps optimize perfo
|
| 55 |
+
Detection Radius
|
| 56 |
+
Continuous Collision Detection is implemented by gen
|
| 57 |
+
frames to assist with collision detection. The detection
|
| 58 |
+
recommended to keep it consistent with the actual rad
|
| 59 |
+
used for detection instead
|
| 60 |
+
Filter Node Graph
|
| 61 |
+
Refer to Local Filter Node Graph: Used to determine w
|
| 62 |
+
distinctions and usage of the two filters, see Node Gr
|
| 63 |
+
together, the hit is considered valid only if both conditi
|
| 64 |
+
The local filter will execute once every time a hit occu
|
| 65 |
+
An explanation of the correspondence between th
|
| 66 |
+
Output parameter is projectile entity.
|
| 67 |
+
Output parameter is the entity that was hit.
|
| 68 |
+
Output parameter is local character.
|
| 69 |
+
Enable Filters Below
|
| 70 |
+
When enabled, the filtering parameters below will be a
|
| 71 |
+
all entities that can pass through the filter will be hit
|
| 72 |
+
Faction Filter
|
| 73 |
+
None: Does not hit entities of any faction.
|
| 74 |
+
Hostile Faction: Only hits entities hostile to the project
|
| 75 |
+
Allied Faction: Only hits entities friendly to the projectil
|
| 76 |
+
Allied Faction Self Entity Included: Only hits entities fri
|
| 77 |
+
Own Faction: Only hits the faction the projectile belong
|
| 78 |
+
All Factions: Hits all factions, including self.
|
| 79 |
+
All Factions Self Entity Excluded: Hits all factions, exc
|
| 80 |
+
Entity Type Filter
|
| 81 |
+
Multiple selectable options, including Objects, Charact
|
| 82 |
+
Hit Layer Filter
|
| 83 |
+
Multiple options can be selected. When multiple option
|
| 84 |
+
when hitting an object with a hurtbox, two hit events m
|
| 85 |
+
hurtbox.)
|
| 86 |
+
Hurtbox: Only hits entities with hurtboxes.
|
| 87 |
+
Scene: Hits scene colliders, in this case the On Hit De
|
| 88 |
+
Object Self-Collision: On-Hit Detection triggered by co
|
| 89 |
+
hurtbox value in the node graph's On-Hit Detection Tri
|
| 90 |
+
Execute Ability Unit When Hit
|
| 91 |
+
References a group of ability units, see Ability Units
|
| 92 |
+
When on-hit detection is triggered, this group of ability
|
| 93 |
+
3. Editing Hit Areas
|
| 94 |
+
Click [Add Trigger Area] to add a new hit area configuration
|
| 95 |
+
The On-Hit Detection Area is similar to the Collision Trigger . Multiple detection areas
|
| 96 |
+
can be configured, and when any detection area collides with an entity or scene, it will
|
| 97 |
+
trigger a on-hit detection event
|
| 98 |
+
Parameter
|
| 99 |
+
Function
|
| 100 |
+
Trigger Area Shape
|
| 101 |
+
Currently supports cuboid, sphere, and capsule detect
|
| 102 |
+
Center
|
| 103 |
+
Offset relative to the entity/prefab center
|
| 104 |
+
Rotation
|
| 105 |
+
Only configurable when a cuboid area is selected, the
|
| 106 |
+
Zoom Multiplier
|
| 107 |
+
Only configurable when a cuboid area is selected, for
|
| 108 |
+
Radius
|
| 109 |
+
Radius of the sphere/capsule
|
| 110 |
+
Angle
|
| 111 |
+
Can only be configured when a capsule area is select
|
| 112 |
+
Height
|
| 113 |
+
Can only be configured when a capsule area is select
|
| 114 |
+
III. Using On-Hit Detection Functions in Node
|
| 115 |
+
Graphs
|
| 116 |
+
Node Type: Event
|
| 117 |
+
Node Functions
|
| 118 |
+
Node Parameters
|
| 119 |
+
Parameter Type
|
| 120 |
+
Parameter Name
|
| 121 |
+
Type
|
| 122 |
+
Description
|
| 123 |
+
Output
|
| 124 |
+
Parameter
|
| 125 |
+
Event Source
|
| 126 |
+
Entity
|
| 127 |
+
Entity
|
| 128 |
+
Common event parameter, th
|
| 129 |
+
Output
|
| 130 |
+
Parameter
|
| 131 |
+
Event Source
|
| 132 |
+
GUID
|
| 133 |
+
GUID
|
| 134 |
+
Common event parameter, G
|
| 135 |
+
Output
|
| 136 |
+
Parameter
|
| 137 |
+
On-Hit Hurtbox
|
| 138 |
+
Boolean
|
| 139 |
+
Returns whether the entity's h
|
| 140 |
+
Returns [Yes] when hitting an
|
| 141 |
+
scenes or colliding with itself
|
| 142 |
+
Output
|
| 143 |
+
Parameter
|
| 144 |
+
On-Hit Entity
|
| 145 |
+
Entity
|
| 146 |
+
When hitting an entity's hurtb
|
| 147 |
+
hitting scenes or colliding with
|
| 148 |
+
Output
|
| 149 |
+
Parameter
|
| 150 |
+
On-Hit Location
|
| 151 |
+
3D Vector
|
| 152 |
+
Returns the on-hit location, re
|
| 153 |
+
Timer
|
| 154 |
+
Extra Collisions
|
| 155 |
+
Concept Introduction
|
| 156 |
+
Functions
|
| 157 |
+
Common Components
|
| 158 |
+
On-Hit Detection
|
| 159 |
+
Get Self Entity
|
| 160 |
+
|
| 161 |
+
Get Target Entity
|
| 162 |
+
|
| 163 |
+
Get Current Character
|
| 164 |
+
|
| 165 |
+
Local filter example:
|
| 166 |
+
|
| 167 |
+
When On-Hit Detection Is Triggered
|
| 168 |
+
|
| 169 |
+
When the on-hit detection component collides with an entity or scene, it pushes a
|
| 170 |
+
[On Projectile Hit] event to the component owner's node graph
|
| 171 |
+
|
| 172 |
+
Based on the [Trigger Type] configuration in the on-hit detection component, this
|
| 173 |
+
event may be triggered once or multiple times
|
| 174 |
+
|
| 175 |
+
Home
|
| 176 |
+
News
|
| 177 |
+
About Us
|
| 178 |
+
Careers
|
| 179 |
+
Business Affairs
|
| 180 |
+
Privacy Policy
|
| 181 |
+
Terms of Service
|
| 182 |
+
Help Center
|
| 183 |
+
General Guide
|
| 184 |
+
Tutorial
|
| 185 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh2teu0bmfbc.txt
ADDED
|
@@ -0,0 +1,166 @@
|
|
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|
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|
|
|
|
|
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|
|
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|
|
|
|
|
|
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|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
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|
|
|
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|
|
|
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|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
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|
|
|
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|
|
|
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|
|
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|
|
|
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|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
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|
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|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
/
|
| 4 |
+
Deck Selector UI Controls
|
| 5 |
+
The Deck Selector provides a simple interface for editing decision interactions
|
| 6 |
+
Supports editing of decision-making content, including decision time, presentation of
|
| 7 |
+
decision options, interaction methods for decisions, etc.
|
| 8 |
+
I. Deck Selector Functions
|
| 9 |
+
During stage runtime, the Deck Selector can be invoked through default configurations
|
| 10 |
+
or the node graph.
|
| 11 |
+
Supports player interaction, and send a Decision Pop-up Completion Event to the node
|
| 12 |
+
graph upon timeout or after interaction.
|
| 13 |
+
II. Editing Deck Selector
|
| 14 |
+
1. Add Deck Selectors
|
| 15 |
+
2. Interface Configuration - Deck Selector
|
| 16 |
+
This section configures the Deck Selector's overall appearance and usage rules,
|
| 17 |
+
allowing players to customize its display style
|
| 18 |
+
(1) Visibility
|
| 19 |
+
Configuration Parameters
|
| 20 |
+
Description
|
| 21 |
+
Index
|
| 22 |
+
Parameters used to invoke the
|
| 23 |
+
Deck Selector node
|
| 24 |
+
Initially Visible
|
| 25 |
+
If unchecked, the UI control
|
| 26 |
+
will not be visible when
|
| 27 |
+
activated.
|
| 28 |
+
This parameter can be
|
| 29 |
+
adjusted through the Node
|
| 30 |
+
Graph - Modify UI Control
|
| 31 |
+
Group Status.
|
| 32 |
+
(2) Transform
|
| 33 |
+
Configuration Parameters
|
| 34 |
+
Description
|
| 35 |
+
Location
|
| 36 |
+
Supports manually entering the UI Control's location
|
| 37 |
+
You can also adjust it by dragging the UI Control in the ed
|
| 38 |
+
*Size
|
| 39 |
+
Configuration not supported
|
| 40 |
+
Layer
|
| 41 |
+
The higher the number, the higher the display layer
|
| 42 |
+
3. Interface Configuration - Decision Panel
|
| 43 |
+
(1) Page Settings
|
| 44 |
+
a. Visibility
|
| 45 |
+
b. Deck Selector
|
| 46 |
+
Configuration Parameters
|
| 47 |
+
Description
|
| 48 |
+
Show Title
|
| 49 |
+
When checked, the current Deck Selector w
|
| 50 |
+
Title Text
|
| 51 |
+
Supports editing the display title
|
| 52 |
+
Interface Layout
|
| 53 |
+
Provides two style options to choose from
|
| 54 |
+
List
|
| 55 |
+
Grid
|
| 56 |
+
c. Show selected quantity
|
| 57 |
+
Configuration Parameters
|
| 58 |
+
Description
|
| 59 |
+
Show Selected Quantity
|
| 60 |
+
Determines whether to show the current number of selecte
|
| 61 |
+
d. Show reset count limit
|
| 62 |
+
Configuration Parameters
|
| 63 |
+
Description
|
| 64 |
+
Show Reset Count Limit
|
| 65 |
+
Determines whether to show the minimum and maximum n
|
| 66 |
+
e. Show Remaining Time(s)
|
| 67 |
+
Configuration Parameters
|
| 68 |
+
Description
|
| 69 |
+
Show Remaining Time (s)
|
| 70 |
+
If checked, the Deck Selector will automatically close when
|
| 71 |
+
If the player completes the interaction before the countdow
|
| 72 |
+
Decision Completion Style and Decision Completion Style
|
| 73 |
+
Pre-End Warning Time (s)
|
| 74 |
+
When the countdown reaches the configured time, the time
|
| 75 |
+
f. Other Settings
|
| 76 |
+
Configuration Parameters
|
| 77 |
+
Description
|
| 78 |
+
Pause Game in Single-
|
| 79 |
+
Player Mode
|
| 80 |
+
If checked, the game will pause during the selection proce
|
| 81 |
+
Controls can collapse
|
| 82 |
+
If checked, the deck selector can be manually collapsed.
|
| 83 |
+
You can choose to postpone handling, process it later, or w
|
| 84 |
+
Selection can be canceled
|
| 85 |
+
If checked, the Deck Selector can be manually closed. The
|
| 86 |
+
support interactions.
|
| 87 |
+
If closed, it triggers the node graph's Decision Completion
|
| 88 |
+
(2) Option Configuration
|
| 89 |
+
a. Known Deck Settings
|
| 90 |
+
Configuration Parameters
|
| 91 |
+
Description
|
| 92 |
+
Display Deck Icon
|
| 93 |
+
Whether the displayed card includes an icon. If it does, the
|
| 94 |
+
Display Deck Title
|
| 95 |
+
Whether the displayed card includes a title. If it does, the i
|
| 96 |
+
Display Deck Description
|
| 97 |
+
Whether the displayed card includes a description. If it do
|
| 98 |
+
b. Unknown Deck Settings
|
| 99 |
+
Configuration
|
| 100 |
+
Parameters
|
| 101 |
+
Description
|
| 102 |
+
Reveal result after
|
| 103 |
+
Selection
|
| 104 |
+
After the decision is made, determine whether to play an anim
|
| 105 |
+
Result Page Closing
|
| 106 |
+
Method
|
| 107 |
+
Closes after the
|
| 108 |
+
countdown ends
|
| 109 |
+
Additional configuration of countdown du
|
| 110 |
+
Closed Manually
|
| 111 |
+
Requires manually closing the pop-up to
|
| 112 |
+
Countdown(s)
|
| 113 |
+
After the decision is complete, the deck selector will automatic
|
| 114 |
+
c. Deck Settings
|
| 115 |
+
Use Edit Details to configure deck display
|
| 116 |
+
Configuration
|
| 117 |
+
Parameters
|
| 118 |
+
Description
|
| 119 |
+
Deck ID
|
| 120 |
+
Used for displaying the cards when invoking the Deck Selecto
|
| 121 |
+
Increments sequentially starting from 1, cannot be modified
|
| 122 |
+
Deck Types
|
| 123 |
+
Known Deck
|
| 124 |
+
Provides a clearly configurable icon
|
| 125 |
+
Unknown Deck
|
| 126 |
+
Provides only a question mark icon. Recom
|
| 127 |
+
and Closes after the countdown ends
|
| 128 |
+
Deck Icon
|
| 129 |
+
This configuration will only be available when icon configuratio
|
| 130 |
+
Deck Title
|
| 131 |
+
Text Configuration
|
| 132 |
+
Deck Description
|
| 133 |
+
Text Configuration
|
| 134 |
+
Tag Color
|
| 135 |
+
Text Color
|
| 136 |
+
Tag Description
|
| 137 |
+
Text visible only to creators (Craftspeople) for record-keeping p
|
| 138 |
+
III. Managing Deck Selector Through Node Graphs
|
| 139 |
+
Scoreboard UI Controls
|
| 140 |
+
Concept Introduction
|
| 141 |
+
Assets
|
| 142 |
+
UI Controls
|
| 143 |
+
Deck Selector UI Controls
|
| 144 |
+
In the UI Control Group Editor Window, add the UI control template - Deck Selector
|
| 145 |
+
|
| 146 |
+
The Deck Selector is a default UI controls group
|
| 147 |
+
|
| 148 |
+
Invoke Deck Selector
|
| 149 |
+
|
| 150 |
+
Close Deck Selector
|
| 151 |
+
|
| 152 |
+
When Deck Selector Is Complete
|
| 153 |
+
|
| 154 |
+
Random Deck Selector Selection List
|
| 155 |
+
|
| 156 |
+
Home
|
| 157 |
+
News
|
| 158 |
+
About Us
|
| 159 |
+
Careers
|
| 160 |
+
Business Affairs
|
| 161 |
+
Privacy Policy
|
| 162 |
+
Terms of Service
|
| 163 |
+
Help Center
|
| 164 |
+
General Guide
|
| 165 |
+
Tutorial
|
| 166 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh2xoxrop0la.txt
ADDED
|
@@ -0,0 +1,166 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
Units
|
| 3 |
+
Units are individual entities that integrate data during both the editing process and
|
| 4 |
+
stage runtime.
|
| 5 |
+
The in-game representation of a unit is called an entity.
|
| 6 |
+
Entities that can run complex logic during stage runtime are called Dynamic Entities,
|
| 7 |
+
which have more Attributes and Components, and can use Node Graphs.
|
| 8 |
+
Entities that can only be used for model placement and visibility settings are called
|
| 9 |
+
Static Entities.
|
| 10 |
+
Each entity must be created based on predefined basic data, referred to as Prefabs.
|
| 11 |
+
Dynamic entities and static entities are composed of their corresponding types of
|
| 12 |
+
prefabs.
|
| 13 |
+
I. Basic Concepts
|
| 14 |
+
All entities originate from corresponding prefab data. You can create explicit entity data
|
| 15 |
+
directly during the editing phase, or dynamically create entities based on specified
|
| 16 |
+
prefabs during runtime.
|
| 17 |
+
In the Entity Placement tab, drag the prefab from the assets bar into the scene to
|
| 18 |
+
create an editable entity
|
| 19 |
+
1. Entity
|
| 20 |
+
The essence of an entity is an individual that integrates data, the in-game
|
| 21 |
+
representation of a unit, and is the minimal collection that carries functionality
|
| 22 |
+
During game runtime, entities can serve as variable types for recording and passing
|
| 23 |
+
Besides static entities, entities can be edited with additional specialized settings,
|
| 24 |
+
common components, and node graph functions
|
| 25 |
+
2. Entity GUID
|
| 26 |
+
For every editable entity in the editing scene (even those created from the same
|
| 27 |
+
prefab), there is a unique GUID
|
| 28 |
+
GUID (Globally Unique Identifier) ensures that the entity can be precisely identified
|
| 29 |
+
through its GUID
|
| 30 |
+
3. Prefabs
|
| 31 |
+
Prefabs are essentially preset entity data
|
| 32 |
+
All editable entities are created from prefabs
|
| 33 |
+
4. Prefabricated Components and Custom Prefabs
|
| 34 |
+
We provide a series of pre-made dynamic, static and enemy prefabs
|
| 35 |
+
Additionally, players can modify prefabricated components and save them as custom
|
| 36 |
+
prefabs
|
| 37 |
+
5. Prefab ID
|
| 38 |
+
All prefabs have a globally unique prefab ID, but only dynamic prefabs and enemy
|
| 39 |
+
prefabs can generate runtime entities through node graph nodes
|
| 40 |
+
II. Unit Types
|
| 41 |
+
There are six types of units. Click the link for more detailed information
|
| 42 |
+
Players
|
| 43 |
+
Characters
|
| 44 |
+
Creations
|
| 45 |
+
Objects
|
| 46 |
+
Local Projectiles
|
| 47 |
+
Stages
|
| 48 |
+
III. Entity Editing and Placement
|
| 49 |
+
1. Naming and Indexing of Editable Entities
|
| 50 |
+
In the entity placement tab, editable entities have globally unique entity names and
|
| 51 |
+
GUIDs
|
| 52 |
+
2. Runtime Entity Naming and Indexing
|
| 53 |
+
During runtime, runtime entities can be generated from editable entity data
|
| 54 |
+
or by using node graphs with prefabricated components
|
| 55 |
+
3. Entity Editing
|
| 56 |
+
After entering the Entity Placement tab (A),
|
| 57 |
+
in the current save file, the sidebar will display all Custom Prefabs (B) and
|
| 58 |
+
Prefabricated Components (C)
|
| 59 |
+
You can drag prefabricated/custom prefabs from the "Dynamic," "Static," and "Enemy"
|
| 60 |
+
tabs into the scene for editing
|
| 61 |
+
However, you cannot switch between static and dynamic types through the entity panel
|
| 62 |
+
When clicking on an editable entity, the following tabs will appear on the right. For static
|
| 63 |
+
entities, only the basic information panel
|
| 64 |
+
can be edited. If you try to switch to
|
| 65 |
+
other panels, you will receive a message that they cannot be edited
|
| 66 |
+
4. Basic Information Panel
|
| 67 |
+
This section displays a set of non-removable base attributes for this entity type.
|
| 68 |
+
Attributes may vary across different entity types. You can only modify the attributes
|
| 69 |
+
possessed by this entity type here.
|
| 70 |
+
5. Specialized Setting Panel
|
| 71 |
+
Provides basic combat attributes, aggro configuration, hurtbox settings, combat settings,
|
| 72 |
+
ability units and other content to add combat-related logic to entities
|
| 73 |
+
6. Common Component Panel
|
| 74 |
+
Common Components are a primary way to add functions to entities. You can add,
|
| 75 |
+
remove and edit components to give entities more functions during runtime
|
| 76 |
+
Some entity types come with pre-mounted components in the component panel. These
|
| 77 |
+
can be freely added, removed, or edited as needed
|
| 78 |
+
7. Node Graph Panel
|
| 79 |
+
Node graphs are custom logic scripts created by creators (Craftspeople). You can use
|
| 80 |
+
this panel to add, delete, and edit node graphs to enable additional functions for running
|
| 81 |
+
entities
|
| 82 |
+
IV. Prefab Editing
|
| 83 |
+
Select (A) to enter the prefab library interface
|
| 84 |
+
In the prefab library, you can create custom prefabs to assist with stage building
|
| 85 |
+
After entering the prefab library (A),
|
| 86 |
+
click the Object Icon (B) on the status bar to access the object prefab panel; click the
|
| 87 |
+
Creations Icon (C) to access the creations prefab panel; click the Loot Icon (D) to
|
| 88 |
+
access the loot prefab panel
|
| 89 |
+
You can organize your tabs based on personal preferences to manage the prefabs
|
| 90 |
+
you've created
|
| 91 |
+
You can drag prefabricated components from the Dynamic and Static tabs (E) into the
|
| 92 |
+
scene for editing
|
| 93 |
+
1. Naming and Indexing
|
| 94 |
+
Prefabs must have globally unique names (F) when being saved
|
| 95 |
+
After saving, the prefab will generate a globally unique prefab ID (G)
|
| 96 |
+
You can change the prefab to dynamic or static via the dropdown menu (H)
|
| 97 |
+
The prefab provides four tabs for adding functions (I), arranged from left to right:
|
| 98 |
+
2. Basic Information Panel
|
| 99 |
+
This section displays a set of non-removable attributes for this prefab type. Attributes
|
| 100 |
+
may vary across different prefab types. You can only modify the attributes specific to
|
| 101 |
+
this prefab type here
|
| 102 |
+
3. Specialized Setting Panel
|
| 103 |
+
Add combat-related logic to prefabs by providing basic combat attributes, aggro
|
| 104 |
+
configuration, hurtbox settings, combat settings, and ability units
|
| 105 |
+
4. Common Component Panel
|
| 106 |
+
Common Components are a primary way to add functions to entities. You can add,
|
| 107 |
+
remove and edit components to give prefabs more functionality
|
| 108 |
+
Some prefab types come with pre-mounted components in the component panel. These
|
| 109 |
+
can be freely added, deleted, and edited
|
| 110 |
+
5. Node Graph Panel
|
| 111 |
+
Node graphs are custom logic scripts created by creators (Craftspeople). You can add,
|
| 112 |
+
remove, or edit node graphs in this panel to enable additional functions for prefabs
|
| 113 |
+
6. Saving Prefabs
|
| 114 |
+
After modifying the prefabricated component, you can click the Save button at the
|
| 115 |
+
bottom of the screen to store it as a custom prefab and place it under the specified tab
|
| 116 |
+
If you are modifying a custom prefab you can click Overwrite and Save Prefab to
|
| 117 |
+
update the original custom prefab, or click Save As Prefab to save it as a new custom
|
| 118 |
+
prefab
|
| 119 |
+
Both dynamic and static prefabs can be dragged into the scene as editable entities on
|
| 120 |
+
the entity placement tab, after which runtime entities can be created during runtime
|
| 121 |
+
Specifically, dynamic prefabs and creation prefabs can be created as runtime entities
|
| 122 |
+
directly through the node graph node [Create Prefab] during runtime
|
| 123 |
+
In most cases, editable objects placed in the scene are called editable entities
|
| 124 |
+
They are created by dragging prefabs into the scene under the entity placement tab
|
| 125 |
+
V. Creating Temporary Entities
|
| 126 |
+
Use the [Create Prefab] node in the node graph to create running entities directly from
|
| 127 |
+
prefabs during gameplay
|
| 128 |
+
These are called temporary entities. Unlike regular entities, they lack an editor-based
|
| 129 |
+
GUID but otherwise function the same
|
| 130 |
+
VI. Concept and Placement of Static Entities
|
| 131 |
+
Static entities are entities that cannot be edited with additional attributes, components,
|
| 132 |
+
or node graph functions. Players cannot access them during runtime and can only use
|
| 133 |
+
them for decoration and scene layout
|
| 134 |
+
Static entities cannot be created as temporary entities via the [Create Prefab] node.
|
| 135 |
+
They can only be created by making static prefabs first and then dragging them into the
|
| 136 |
+
scene under the entity placement tab
|
| 137 |
+
Functions
|
| 138 |
+
Concept Introduction
|
| 139 |
+
Units
|
| 140 |
+
You can drag and drop prefabricated components directly to create entities, edit
|
| 141 |
+
them and build stages
|
| 142 |
+
|
| 143 |
+
You can also create custom prefabs in the prefab library first, then drag out your
|
| 144 |
+
custom prefabs to create entities, and proceed with editing and stage building
|
| 145 |
+
|
| 146 |
+
Prefabs can be created as editable entities by dragging them into the scene from
|
| 147 |
+
the Entity Placement tab
|
| 148 |
+
|
| 149 |
+
Through the node graph node [Create Prefab], you can create dynamic entities or
|
| 150 |
+
monster entities during runtime
|
| 151 |
+
|
| 152 |
+
After dragging a prefab into the scene and successfully creating an entity from it,
|
| 153 |
+
any modifications made to the entity will be completely independent of the prefab
|
| 154 |
+
that created it
|
| 155 |
+
|
| 156 |
+
Home
|
| 157 |
+
News
|
| 158 |
+
About Us
|
| 159 |
+
Careers
|
| 160 |
+
Business Affairs
|
| 161 |
+
Privacy Policy
|
| 162 |
+
Terms of Service
|
| 163 |
+
Help Center
|
| 164 |
+
General Guide
|
| 165 |
+
Tutorial
|
| 166 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh333vim2h44.txt
ADDED
|
@@ -0,0 +1,137 @@
|
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|
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|
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|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
Path
|
| 4 |
+
I. Path Functions
|
| 5 |
+
Path is a feature that combines one or more waypoints, which contain only position and
|
| 6 |
+
rotation information, into a set of path information.
|
| 7 |
+
The waypoint information in the path consists of world coordinates and rotation. Its data
|
| 8 |
+
content will not be adjusted when referenced.
|
| 9 |
+
Paths can be referenced by any supported functionality, which currently includes the
|
| 10 |
+
Not-in-Battle - Patrol feature of creations and the stage path movement of the basic
|
| 11 |
+
motion device component.
|
| 12 |
+
II. Path Management Tool Functions
|
| 13 |
+
Paths are managed uniformly through the Path Management Tool
|
| 14 |
+
Add or delete paths and edit the data within them
|
| 15 |
+
Manage the tabs that organize paths
|
| 16 |
+
III. Editing Paths
|
| 17 |
+
1. Entry Points
|
| 18 |
+
Open the System menu in the top left corner and select Path Management to open the
|
| 19 |
+
Path Management Tool
|
| 20 |
+
2. Tool Display Interface
|
| 21 |
+
Divided into the path management bar and the path configuration bar
|
| 22 |
+
(1) Path Management Bar
|
| 23 |
+
Create a new path by
|
| 24 |
+
creating a path
|
| 25 |
+
Newly created paths are assigned to the *Uncategorized tab by default
|
| 26 |
+
It uses the screen center point as the first waypoint of the path
|
| 27 |
+
Select the *Uncategorized tab's
|
| 28 |
+
to add a new tab and name it
|
| 29 |
+
New tabs are empty by default. Assign paths to a tab and right-click *Change Tab to
|
| 30 |
+
adjust tabs where paths are located in for easier management
|
| 31 |
+
(2) Path Configuration Bar
|
| 32 |
+
Configuration
|
| 33 |
+
Parameters
|
| 34 |
+
Description
|
| 35 |
+
*Name
|
| 36 |
+
The path name used for identification must be unique and can be
|
| 37 |
+
Index
|
| 38 |
+
Unique identifier for the path, can be used as a node graph input
|
| 39 |
+
Configuration
|
| 40 |
+
Parameters
|
| 41 |
+
Description
|
| 42 |
+
*Lock Transform
|
| 43 |
+
When enabled, waypoints on this path can only be added or delet
|
| 44 |
+
be adjusted
|
| 45 |
+
*Display in Scene
|
| 46 |
+
When enabled, all of a path's waypoints and their connection orde
|
| 47 |
+
*Path Center Point
|
| 48 |
+
Location
|
| 49 |
+
The center point position of the path. This position maintains a co
|
| 50 |
+
waypoints. Therefore, modifying this position will affect the positio
|
| 51 |
+
path
|
| 52 |
+
*Path Center Point
|
| 53 |
+
Rotation
|
| 54 |
+
The center point rotation of the path. This rotation maintains a con
|
| 55 |
+
waypoints. Therefore, modifying this rotation will affect the rotation
|
| 56 |
+
path
|
| 57 |
+
Configuration
|
| 58 |
+
Parameters
|
| 59 |
+
Description
|
| 60 |
+
Location
|
| 61 |
+
Parameters can be manually adjusted to adjust waypoint position
|
| 62 |
+
Rotation
|
| 63 |
+
Parameters can be manually adjusted to adjust waypoint rotation
|
| 64 |
+
*Add Waypoint
|
| 65 |
+
Click to create a new waypoint
|
| 66 |
+
*Free Placement
|
| 67 |
+
Clicking clears the interface. Place new waypoints in the scene us
|
| 68 |
+
Use
|
| 69 |
+
to end placement
|
| 70 |
+
Click the button on the right side of the waypoint
|
| 71 |
+
to expand auxiliary editing
|
| 72 |
+
Configuration Parameters
|
| 73 |
+
Description
|
| 74 |
+
Tangent pointing to the
|
| 75 |
+
destination
|
| 76 |
+
Adjust waypoint rotation to point to the next waypoint
|
| 77 |
+
Tangent pointing to the
|
| 78 |
+
starting point
|
| 79 |
+
Adjust waypoint rotation to point to the previous waypoint
|
| 80 |
+
Select All Waypoints on
|
| 81 |
+
Path
|
| 82 |
+
Select all path points on this path. Disabled if no path points
|
| 83 |
+
Add Waypoint toward
|
| 84 |
+
the destination
|
| 85 |
+
Adds a new waypoint after the selected point's number.
|
| 86 |
+
For example, adding a waypoint after waypoint 2 will create
|
| 87 |
+
Add Waypoint toward
|
| 88 |
+
the starting point
|
| 89 |
+
Adds a waypoint before the current point's number.
|
| 90 |
+
For example, when adding a preceding waypoint at waypoin
|
| 91 |
+
waypoint 3
|
| 92 |
+
Copy
|
| 93 |
+
Copy the waypoint's coordinates and rotation information
|
| 94 |
+
Paste
|
| 95 |
+
Paste the copied waypoint's coordinates and rotation informa
|
| 96 |
+
Delete this waypoint
|
| 97 |
+
Delete the specified waypoint
|
| 98 |
+
Configuration
|
| 99 |
+
Parameters
|
| 100 |
+
Description
|
| 101 |
+
*Creation
|
| 102 |
+
Reference
|
| 103 |
+
Displays the number of references to this path
|
| 104 |
+
Can locate creations that reference this path
|
| 105 |
+
*Object Reference
|
| 106 |
+
Displays the number of references to this path
|
| 107 |
+
Can locate objects that reference this path
|
| 108 |
+
III. Managing Paths Through Node Graphs
|
| 109 |
+
Shield
|
| 110 |
+
Concept Introduction
|
| 111 |
+
Advanced Concepts
|
| 112 |
+
Path
|
| 113 |
+
New Path
|
| 114 |
+
|
| 115 |
+
Management Tabs
|
| 116 |
+
|
| 117 |
+
Index and Name
|
| 118 |
+
|
| 119 |
+
Basic Configuration
|
| 120 |
+
|
| 121 |
+
Waypoint List
|
| 122 |
+
|
| 123 |
+
Reference Source
|
| 124 |
+
|
| 125 |
+
Get Specified Waypoint Info
|
| 126 |
+
|
| 127 |
+
Home
|
| 128 |
+
News
|
| 129 |
+
About Us
|
| 130 |
+
Careers
|
| 131 |
+
Business Affairs
|
| 132 |
+
Privacy Policy
|
| 133 |
+
Terms of Service
|
| 134 |
+
Help Center
|
| 135 |
+
General Guide
|
| 136 |
+
Tutorial
|
| 137 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh3ecor1x5cm.txt
ADDED
|
@@ -0,0 +1,65 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
Character
|
| 4 |
+
Unlike player entities , character entities refer to the actual units that players control
|
| 5 |
+
during the game, such as walking, running, climbing, and flying units with physical
|
| 6 |
+
presence
|
| 7 |
+
1. Character Template
|
| 8 |
+
In Beyond Mode, players and characters are mapped one-to-one, so the template
|
| 9 |
+
configuration of characters exists as part of the player template, which can be
|
| 10 |
+
accessed under the character editing tab in the player template:
|
| 11 |
+
Tab Overview:
|
| 12 |
+
: Basic Information Tab, where the Character section contains only
|
| 13 |
+
sound effect-related information compared to other entities.
|
| 14 |
+
Specialized Configuration Tab, where the Character section contains
|
| 15 |
+
only combat-related parameters compared to other entities.
|
| 16 |
+
: Components tab, where you can add components to character
|
| 17 |
+
entities or view existing components
|
| 18 |
+
: Node graph configuration tab, where you can add node graphs to
|
| 19 |
+
character entities or view the node graphs that have been added
|
| 20 |
+
II. Overview of Available Components for
|
| 21 |
+
Character Entities
|
| 22 |
+
Collision Trigger
|
| 23 |
+
Custom Variables
|
| 24 |
+
Global Timer
|
| 25 |
+
Unit Status
|
| 26 |
+
VFX Playing
|
| 27 |
+
Custom Attachment Points
|
| 28 |
+
Collision Trigger Source
|
| 29 |
+
Sound Effect Player
|
| 30 |
+
Inventory
|
| 31 |
+
Loots
|
| 32 |
+
Nameplate
|
| 33 |
+
Text Bubble
|
| 34 |
+
Scan Tag
|
| 35 |
+
Mini-Map Marker
|
| 36 |
+
Additionally, there are equipment slot components that can only be added to characters
|
| 37 |
+
For details, please see Equipment
|
| 38 |
+
III. Runtime Characteristics
|
| 39 |
+
Player
|
| 40 |
+
Creations
|
| 41 |
+
Concept Introduction
|
| 42 |
+
Units
|
| 43 |
+
Character
|
| 44 |
+
During gameplay, characters are dynamically initialized based on template
|
| 45 |
+
configurations, therefore character entities do not have corresponding GUID
|
| 46 |
+
|
| 47 |
+
Notably, when a character's HP reaches zero, the node graph on the character
|
| 48 |
+
entity can receive both the Entity Destroyed event and the Entity
|
| 49 |
+
Removed/Destroyed event. In contrast, when an object is destroyed, the event will
|
| 50 |
+
be dispatched to the stage entity.
|
| 51 |
+
|
| 52 |
+
During the Co-Op Mode gameplay, if a player actively returns to the lobby, the
|
| 53 |
+
stage will receive the character's removal event
|
| 54 |
+
|
| 55 |
+
Home
|
| 56 |
+
News
|
| 57 |
+
About Us
|
| 58 |
+
Careers
|
| 59 |
+
Business Affairs
|
| 60 |
+
Privacy Policy
|
| 61 |
+
Terms of Service
|
| 62 |
+
Help Center
|
| 63 |
+
General Guide
|
| 64 |
+
Tutorial
|
| 65 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh3fmi0t99ns.txt
ADDED
|
@@ -0,0 +1,154 @@
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
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|
|
|
|
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|
|
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|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
|
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|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
Structure
|
| 4 |
+
I. What is a Structure
|
| 5 |
+
A Structure is an advanced data type that lets Creators (Craftspeople) group different
|
| 6 |
+
kinds of data together into a single piece of Custom data
|
| 7 |
+
For example, in some gameplay scenarios, a Creator (Craftsperson) may design a
|
| 8 |
+
[Weapon] with multiple Attributes. This Weapon includes three fields: [Name], [ATK], and
|
| 9 |
+
[Enhanced or Not]
|
| 10 |
+
Creators want Players to store a weapon's data as Custom Variables after obtaining it,
|
| 11 |
+
so it can be reused later. Meanwhile, Players may acquire multiple different weapons
|
| 12 |
+
that share the same fields during gameplay
|
| 13 |
+
Therefore, Structure can be used to effectively solve this requirement
|
| 14 |
+
Creators (Craftspeople) first define a Structure called [Weapon Data] with three
|
| 15 |
+
Attributes: [Name] (String), [ATK] (Floating Point Numbers), and [Enhanced or Not]
|
| 16 |
+
(Boolean)
|
| 17 |
+
Once defined, [Weapon Data] can then be used like any other data type — for example,
|
| 18 |
+
as a Custom Variable, and modified within a Node Graph using Nodes such as Modify
|
| 19 |
+
Structure
|
| 20 |
+
Creators (Craftspeople) can also combine it with data structures such as Dictionary to
|
| 21 |
+
maintain complete weapon data in Custom Variables
|
| 22 |
+
As shown in the graph below, a Dictionary can be defined to map to [Weapon Data]
|
| 23 |
+
Structures, functioning as a weapon database (with Integers used as IDs)
|
| 24 |
+
1. Definition of Structure
|
| 25 |
+
Structure is a Custom data structure that can be used in Server Node Graphs
|
| 26 |
+
Each Structure has a unique name that identifies it
|
| 27 |
+
Each Structure can contain multiple data entries of any type, and each entry must have
|
| 28 |
+
a unique field name. These entries are called Members of the Structure
|
| 29 |
+
Taking the [Weapon Data] Structure as an example, its layout is as follows:
|
| 30 |
+
Field Name
|
| 31 |
+
Type
|
| 32 |
+
Name
|
| 33 |
+
String
|
| 34 |
+
ATK
|
| 35 |
+
Floating Point Numbers
|
| 36 |
+
Enhanced or Not
|
| 37 |
+
Boolean
|
| 38 |
+
Within a Structure, you can use all currently available data types: Basic, List, Dictionary,
|
| 39 |
+
and Structure:
|
| 40 |
+
Data Types
|
| 41 |
+
List Data Types
|
| 42 |
+
Entity
|
| 43 |
+
Entity List
|
| 44 |
+
GUID
|
| 45 |
+
GUID List
|
| 46 |
+
Integer
|
| 47 |
+
Integer List
|
| 48 |
+
Boolean
|
| 49 |
+
Boolean List
|
| 50 |
+
Floating Point Numbers
|
| 51 |
+
Floating Point Numbers
|
| 52 |
+
List
|
| 53 |
+
String
|
| 54 |
+
String List
|
| 55 |
+
Faction
|
| 56 |
+
Faction List
|
| 57 |
+
3D Vector
|
| 58 |
+
3D Vector List
|
| 59 |
+
Prefab ID
|
| 60 |
+
Prefab ID List
|
| 61 |
+
Configuration ID
|
| 62 |
+
Configuration ID List
|
| 63 |
+
Custom Structure
|
| 64 |
+
Custom Structure List
|
| 65 |
+
Dictionaries of All Types
|
| 66 |
+
It should be noted that Structures can also contain other Structures and Structure Lists
|
| 67 |
+
(i.e., support nested Structures)
|
| 68 |
+
2. Key Points of Structure-Related Functions
|
| 69 |
+
The type of a Structure is completely determined by its name. Even if two Structures
|
| 70 |
+
have identical internal data layouts, they are considered different Structures if their
|
| 71 |
+
names differ, and cannot be connected in a Node Graph
|
| 72 |
+
Therefore, structures with the same name are not allowed
|
| 73 |
+
Similar to Lists, Structures in Node Graphs are passed by reference. As a result,
|
| 74 |
+
Structure modification Nodes directly affect Structure data stored in Custom Variables
|
| 75 |
+
and Node Graph Variables. For details, see Custom Variables
|
| 76 |
+
Similarly, in the When Custom Variable Changes Event, the fields [Pre-Change Value]
|
| 77 |
+
and [Post-Change Value] are not provided. Use Get Custom Variable to obtain the
|
| 78 |
+
updated Value
|
| 79 |
+
II. Creating a Structure
|
| 80 |
+
Find the [Advanced Data Management] option in the menu to open the Structure Editing
|
| 81 |
+
Tab
|
| 82 |
+
In the Structure Editing Tab, you can view Structures already created in the Stage, add
|
| 83 |
+
new Structures, and edit the values of Structure Members
|
| 84 |
+
You can add new Structures, as shown in Graph A
|
| 85 |
+
You can add new Members within a Structure, as shown in Graph B
|
| 86 |
+
After creation is complete, you can use the defined Structures in features such as
|
| 87 |
+
Server Node Graph, Custom Variables, and Node Graph Variables
|
| 88 |
+
III. Using Structures in Generics
|
| 89 |
+
In a Server Node Graph, Structures and Structure Lists are special types of Generic
|
| 90 |
+
Pins. You must select a specific Structure or Structure List before the corresponding
|
| 91 |
+
Node can be defined as that Structure or Structure List type
|
| 92 |
+
On Generic Pins that support Structures, you can find [Structure] and [Structure List]
|
| 93 |
+
options in the Generic dropdown menu. Expanding this menu displays all Structure data
|
| 94 |
+
types currently defined in the Stage
|
| 95 |
+
IV. Structure-Related Nodes
|
| 96 |
+
1. Operation Nodes
|
| 97 |
+
Assemble Structure
|
| 98 |
+
Assemble a Structure by passing in or directly assigning values to each of its parameters
|
| 99 |
+
To use this Node, first select the defined Structure type via the Generic selection button
|
| 100 |
+
After selecting the corresponding Structure, the Node displays all Member variables
|
| 101 |
+
defined in that Structure
|
| 102 |
+
Node Type: Operation
|
| 103 |
+
Node Functions
|
| 104 |
+
Split Structure
|
| 105 |
+
Pass in a Structure to obtain the values of each Member within it
|
| 106 |
+
To use this Node, first select the defined Structure type via the Generic selection button
|
| 107 |
+
After selecting the corresponding Structure, the Node displays all Member variables
|
| 108 |
+
defined in that Structure
|
| 109 |
+
Node Type: Operation
|
| 110 |
+
Node Functions
|
| 111 |
+
2. Execution Nodes
|
| 112 |
+
Modify Structure
|
| 113 |
+
Pass in a Structure and edit the values of selected Members within it
|
| 114 |
+
To use this Node, first select the defined Structure type via the Generic selection button
|
| 115 |
+
After selecting the corresponding Structure, the Node changes to the following layout:
|
| 116 |
+
Use the dropdown menu to choose which Members to edit. Only the checked Members
|
| 117 |
+
will have their values modified
|
| 118 |
+
As shown in the graph below, only the values of [Name] and [ATK] fields are modified
|
| 119 |
+
Node Type: Execution
|
| 120 |
+
Node Functions
|
| 121 |
+
Dictionary
|
| 122 |
+
Appendix
|
| 123 |
+
Node Graph Advanced Features
|
| 124 |
+
Structure
|
| 125 |
+
Structure Types
|
| 126 |
+
|
| 127 |
+
Pass by Reference for Structures
|
| 128 |
+
|
| 129 |
+
Fill in the values for each parameter in the Structure to generate Structure data
|
| 130 |
+
|
| 131 |
+
This Node can only be used once the corresponding Structure type has been
|
| 132 |
+
defined
|
| 133 |
+
|
| 134 |
+
Returns the values of all Members contained in the input Structure data
|
| 135 |
+
|
| 136 |
+
This Node can only be used once the corresponding Structure type has been
|
| 137 |
+
defined
|
| 138 |
+
|
| 139 |
+
Edit the values of selected Members within the Structure data
|
| 140 |
+
|
| 141 |
+
You can select which values to edit. Values of unselected Members remain
|
| 142 |
+
unchanged
|
| 143 |
+
|
| 144 |
+
Home
|
| 145 |
+
News
|
| 146 |
+
About Us
|
| 147 |
+
Careers
|
| 148 |
+
Business Affairs
|
| 149 |
+
Privacy Policy
|
| 150 |
+
Terms of Service
|
| 151 |
+
Help Center
|
| 152 |
+
General Guide
|
| 153 |
+
Tutorial
|
| 154 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh3oxo0ojgxk.txt
ADDED
|
@@ -0,0 +1,31 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
Basic Information
|
| 4 |
+
The entity's basic information refers to characteristics or data related to the entity
|
| 5 |
+
model and position.
|
| 6 |
+
During gameplay, basic information can be read or modified, but cannot be added or
|
| 7 |
+
deleted.
|
| 8 |
+
I. Editing Basic Information
|
| 9 |
+
Basic information is located under the Basic Information tab in the prefab settings.
|
| 10 |
+
II. Overriding Basic Information
|
| 11 |
+
When creating a prefab, you can specify its basic information. When converting the
|
| 12 |
+
prefab into an entity and placing it in the scene, the prefab's basic information will be
|
| 13 |
+
automatically applied. However, basic information on an entity can be changed. When
|
| 14 |
+
changing an entity's basic information, the prefab's basic information will not change.
|
| 15 |
+
III. Differences in Basic Information
|
| 16 |
+
Different types of prefabs will have different basic information available.
|
| 17 |
+
Specialized Settings
|
| 18 |
+
Concept Introduction
|
| 19 |
+
Functions
|
| 20 |
+
Basic Information
|
| 21 |
+
Home
|
| 22 |
+
News
|
| 23 |
+
About Us
|
| 24 |
+
Careers
|
| 25 |
+
Business Affairs
|
| 26 |
+
Privacy Policy
|
| 27 |
+
Terms of Service
|
| 28 |
+
Help Center
|
| 29 |
+
General Guide
|
| 30 |
+
Tutorial
|
| 31 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh3pgiraqkiu.txt
ADDED
|
@@ -0,0 +1,52 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
Stage
|
| 4 |
+
Stages are special entities recommended for handling stage-specific logic.
|
| 5 |
+
I. Creating a Stage Entity
|
| 6 |
+
When a new stage is created, a stage entity is automatically generated in the scene
|
| 7 |
+
and represented by a unique icon.
|
| 8 |
+
II. Edit Stage Entities
|
| 9 |
+
Switch to the Entity editing tab.
|
| 10 |
+
Editing stage entities is similar to other types of entities, but the configurable basic
|
| 11 |
+
information and components will be different.
|
| 12 |
+
1. Basic Information
|
| 13 |
+
Basic Information tab, where you can configure all available attributes for the stage
|
| 14 |
+
entity.
|
| 15 |
+
2. Common Components
|
| 16 |
+
Common Components tab, where you can add common component settings to stage
|
| 17 |
+
entities.
|
| 18 |
+
Overview of Available Components for Stage Entities:
|
| 19 |
+
Custom Variables
|
| 20 |
+
Global Timer
|
| 21 |
+
3. Node Graph
|
| 22 |
+
Node Graph Settings Tab, where you can add node graphs to stage entities or view
|
| 23 |
+
existing node graphs.
|
| 24 |
+
III. Stage Characteristics
|
| 25 |
+
Unlike other entity types, stage entities have the following unique characteristics:
|
| 26 |
+
1. Can Receive Special Events
|
| 27 |
+
Some special events can only be received by stage entities, including:
|
| 28 |
+
When object or creation-type entities are removed/destroyed, those entities cannot
|
| 29 |
+
receive the corresponding events, which will instead be forwarded to the stage entity.
|
| 30 |
+
The subsequent logic will be processed by the stage entity as well.
|
| 31 |
+
2. Non-Physical Entity
|
| 32 |
+
The stage entity is a purely logical entity.
|
| 33 |
+
3. Incomplete Placement Information
|
| 34 |
+
Stage entities only have position information. They lack rotation and scale information.
|
| 35 |
+
4. Life Cycle
|
| 36 |
+
Stage entities are created when the stage initializes and destroyed when the stage is
|
| 37 |
+
removed.
|
| 38 |
+
Local Projectiles
|
| 39 |
+
Concept Introduction
|
| 40 |
+
Units
|
| 41 |
+
Stage
|
| 42 |
+
Home
|
| 43 |
+
News
|
| 44 |
+
About Us
|
| 45 |
+
Careers
|
| 46 |
+
Business Affairs
|
| 47 |
+
Privacy Policy
|
| 48 |
+
Terms of Service
|
| 49 |
+
Help Center
|
| 50 |
+
General Guide
|
| 51 |
+
Tutorial
|
| 52 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
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data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh3rgo0c16c8.txt
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| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
/
|
| 4 |
+
General Settings
|
| 5 |
+
I. Definition of General Settings
|
| 6 |
+
Creation-specific settings are divided into Behavior Modes, Not-in-Battle Behavior, and
|
| 7 |
+
Battle Areas
|
| 8 |
+
II. Edit General Settings
|
| 9 |
+
1. Behavior Mode
|
| 10 |
+
Supports Behavior Mode selection for Creation Entities. At runtime, Entities will
|
| 11 |
+
autonomously perform actions such as movement, battle entry and exit based on the
|
| 12 |
+
configured Behavior Mode
|
| 13 |
+
Creation Behavior Mode Full Enumeration Details: Creation Behavior Mode Archive
|
| 14 |
+
Configuration
|
| 15 |
+
Parameters
|
| 16 |
+
Description
|
| 17 |
+
Behavior Modes
|
| 18 |
+
Can be selected from the enumerated options in the pre-provided
|
| 19 |
+
Each Behavior Mode provides different optional actions for both in
|
| 20 |
+
situations, causing the Creation to autonomously display different
|
| 21 |
+
2. Not-in-Battle Behavior
|
| 22 |
+
Configuration
|
| 23 |
+
Parameters
|
| 24 |
+
Description
|
| 25 |
+
Not-in-Battle
|
| 26 |
+
Behavior
|
| 27 |
+
Rules for creations while out of battle..
|
| 28 |
+
Each mode has its own Not-in-Battle behavior pool
|
| 29 |
+
3. Battle Area
|
| 30 |
+
Configuration
|
| 31 |
+
Parameters
|
| 32 |
+
Description
|
| 33 |
+
Battle Area
|
| 34 |
+
An entity's autonomous detection of hostile entities. If detection su
|
| 35 |
+
the detected entity as its target
|
| 36 |
+
All behavior modes include: Range Detection and FOV Detection
|
| 37 |
+
*Preview Battle
|
| 38 |
+
Area
|
| 39 |
+
Enable to observe Horizontal Range of Battle Area
|
| 40 |
+
*Behavior
|
| 41 |
+
Description
|
| 42 |
+
Behavior Mode Introduction
|
| 43 |
+
4. Details Editor
|
| 44 |
+
(1) Details Editor - Not-in-battle
|
| 45 |
+
Rules to be followed when a Creation Entity is running but has not yet entered the battle
|
| 46 |
+
For all not-in-battle behaviors, please refer to Not-in-Battle Behavior
|
| 47 |
+
Editable Not-in-Battle behaviors include Wandering and Patrolling
|
| 48 |
+
a. Wandering
|
| 49 |
+
A behavior supported by all Creations when not engaged in a battle
|
| 50 |
+
During stage runtime, when Creations are not in battle, they will move randomly within
|
| 51 |
+
their Territory Range
|
| 52 |
+
Configuration
|
| 53 |
+
Parameters
|
| 54 |
+
Description
|
| 55 |
+
Movement Area
|
| 56 |
+
A range centered on the creation's spawn coordinates
|
| 57 |
+
At runtime, the creation randomly moves to points within this r
|
| 58 |
+
Only spherical shapes are supported
|
| 59 |
+
Area Radius (m)
|
| 60 |
+
The radius of the spherical movement area
|
| 61 |
+
*Preview Movement
|
| 62 |
+
Area
|
| 63 |
+
When enabled, the configured Wandering Area Range can be
|
| 64 |
+
Movement Interval (s)
|
| 65 |
+
Randomly selected within the configured time interval. After ea
|
| 66 |
+
duration before moving again
|
| 67 |
+
Single Movement
|
| 68 |
+
Distance (m)
|
| 69 |
+
Randomly selected within the configured distance for each mo
|
| 70 |
+
b. Patrol
|
| 71 |
+
Some Creations support configuring patrol behavior when not in battle
|
| 72 |
+
Configuration Parameters
|
| 73 |
+
Description
|
| 74 |
+
Initial Effective Patrol
|
| 75 |
+
Template
|
| 76 |
+
The drop-down menu enumerates patrol templates for this
|
| 77 |
+
Use the checkbox to toggle whether it's active; changes sy
|
| 78 |
+
*Patrol Template List
|
| 79 |
+
Enumerates all patrol templates configured for this creatio
|
| 80 |
+
Open the Details Editing Tab to create a new patrol template or edit the existing ones
|
| 81 |
+
Add Patrol Templates
|
| 82 |
+
For newly added patrol templates, Initially Effective is off by default.
|
| 83 |
+
Configuration Parameters
|
| 84 |
+
Description
|
| 85 |
+
Initially Effective
|
| 86 |
+
If enabled, this patrol template takes effect when the creatio
|
| 87 |
+
Only one patrol template can be active per creation at a tim
|
| 88 |
+
Loop Type
|
| 89 |
+
One-Way
|
| 90 |
+
The creation follows the path to the final w
|
| 91 |
+
Round Trip
|
| 92 |
+
Upon reaching the final waypoint, the crea
|
| 93 |
+
reaches the first waypoint
|
| 94 |
+
Loop
|
| 95 |
+
After reaching the final waypoint, the creat
|
| 96 |
+
Patrol Start Position
|
| 97 |
+
Choose which waypoint the creation uses to begin its patrol
|
| 98 |
+
Nearest point
|
| 99 |
+
The closest waypoint in the selected patro
|
| 100 |
+
Starting point
|
| 101 |
+
The first waypoint in the selected patrol tem
|
| 102 |
+
Patrol Path Configuration
|
| 103 |
+
Editing Patrol Path Template
|
| 104 |
+
Configuration Parameters
|
| 105 |
+
Description
|
| 106 |
+
Patrol Path
|
| 107 |
+
Select the pre-configured paths from the path management
|
| 108 |
+
*Open Path
|
| 109 |
+
Management Tool
|
| 110 |
+
Redirects to the Path Management Tool
|
| 111 |
+
Patrol Path Waypoint Configuration
|
| 112 |
+
Configuration Parameters
|
| 113 |
+
Description
|
| 114 |
+
*Waypoint
|
| 115 |
+
Waypoint X: Use X as a node parameter to read the waypoi
|
| 116 |
+
Travel Speed
|
| 117 |
+
Offers Walk and Run as movement speed options
|
| 118 |
+
Arrival Detection Radius
|
| 119 |
+
(m)
|
| 120 |
+
If the creation is within the configured radius of a waypoint,
|
| 121 |
+
Stay Duration(s)
|
| 122 |
+
How long the creation remains in place after reaching the w
|
| 123 |
+
Turn After Reaching
|
| 124 |
+
Waypoint
|
| 125 |
+
If enabled, the creation turns to match the waypoint's rotatio
|
| 126 |
+
Notify Node Graph on
|
| 127 |
+
Arrival
|
| 128 |
+
If enabled, upon arrival the creation sends a [Creation Reac
|
| 129 |
+
*Show Waypoint
|
| 130 |
+
Information
|
| 131 |
+
If enabled, you can view the waypoint's position and rotation
|
| 132 |
+
(2) Details Editor - Combat
|
| 133 |
+
Rules for Creation Entity behavior when targeting a Character and preparing
|
| 134 |
+
for/engaging in a battle
|
| 135 |
+
The basic configuration is consistent across different Behavior Modes, and here we'll
|
| 136 |
+
explain all the parameters that have appeared so far.
|
| 137 |
+
a. Battle Entry Settings
|
| 138 |
+
At runtime, configure a creation entity's rules for how to detect hostile entities, detection
|
| 139 |
+
distance, and relationship settings
|
| 140 |
+
Configuration
|
| 141 |
+
Parameters
|
| 142 |
+
Description
|
| 143 |
+
Detection Range
|
| 144 |
+
When hostile entities are within this range, the creation can ob
|
| 145 |
+
information and target that entity to enter battle
|
| 146 |
+
*Preview Range
|
| 147 |
+
When enabled, you can view the Detection Range of the edite
|
| 148 |
+
Window
|
| 149 |
+
Configuration
|
| 150 |
+
Parameters
|
| 151 |
+
Description
|
| 152 |
+
FOV Type
|
| 153 |
+
Provides Full FOV and FOV Cone enumerations, and shape
|
| 154 |
+
change accordingly after selection
|
| 155 |
+
Configuration
|
| 156 |
+
Parameters
|
| 157 |
+
Description
|
| 158 |
+
FOV Cone - Cone
|
| 159 |
+
Distance
|
| 160 |
+
Configure the radius distance of the FOV Cone
|
| 161 |
+
Full FOV - FOV
|
| 162 |
+
Detection Radius
|
| 163 |
+
Configure the sphere radius
|
| 164 |
+
*Preview Range
|
| 165 |
+
When enabled, you can view the FOV Detection Range of the
|
| 166 |
+
Edit Window
|
| 167 |
+
Coordinated
|
| 168 |
+
Engagement Distance
|
| 169 |
+
(m)
|
| 170 |
+
When a Creation enters a battle, other Creations within this di
|
| 171 |
+
will also join the battle
|
| 172 |
+
b. Battle Exit Settings
|
| 173 |
+
When the creation entity is running, and has entered battle with hostile entities,
|
| 174 |
+
configure the creation's automatic out-of-battle rule settings
|
| 175 |
+
Configuration
|
| 176 |
+
Parameters
|
| 177 |
+
Description
|
| 178 |
+
Out-of-Battle Distance
|
| 179 |
+
(m)
|
| 180 |
+
When a creation is in battle, if the distance to its target entity
|
| 181 |
+
distance, the creation will leave battle
|
| 182 |
+
*Preview Out-of-Battle
|
| 183 |
+
Distance
|
| 184 |
+
When enabled, you can view the configured distance
|
| 185 |
+
Leave Battle on
|
| 186 |
+
Pathfinding Failure
|
| 187 |
+
When a creation is in battle and there is no valid path to its ta
|
| 188 |
+
leave battle
|
| 189 |
+
Leaving Battle Delay
|
| 190 |
+
(s)
|
| 191 |
+
When a creation is in battle and there is no valid path to its ta
|
| 192 |
+
after the configured Leaving Battle Delay
|
| 193 |
+
c. Territory Settings
|
| 194 |
+
Configuration
|
| 195 |
+
Parameters
|
| 196 |
+
Description
|
| 197 |
+
Territory
|
| 198 |
+
Supports configuration of none, sphere, or cylinder, with size p
|
| 199 |
+
The Territory is centered at the created Location of the Creatio
|
| 200 |
+
Location with Creation movement
|
| 201 |
+
The Creation's movement range is restricted within the Territo
|
| 202 |
+
*Preview Territory
|
| 203 |
+
Range
|
| 204 |
+
When enabled, you can view the configured Territory Range
|
| 205 |
+
Leave Battle When
|
| 206 |
+
Player Leaves Area
|
| 207 |
+
When enabled, if the target entity leaves this area, the creatio
|
| 208 |
+
Leaving Battle Delay
|
| 209 |
+
(s)
|
| 210 |
+
After the target entity leaves the territory range, the creation w
|
| 211 |
+
specified delay
|
| 212 |
+
(3) Details Editor - Skills
|
| 213 |
+
Some of the logic parameters of certain creations can be configured by the creator
|
| 214 |
+
(Craftsperson) to adjust the behavior and logic during runtime.
|
| 215 |
+
For example, as shown in the figure for the [Abyss Mage], the Powerful Elemental
|
| 216 |
+
Ward parameter is provided. By modifying this parameter, the creator can adjust the
|
| 217 |
+
elemental value of the creation's Ward.
|
| 218 |
+
Enumerates some of the Creation's skills, which support a certain degree of adjustment
|
| 219 |
+
to their cooldown times.
|
| 220 |
+
Configuration
|
| 221 |
+
Parameters
|
| 222 |
+
Description
|
| 223 |
+
*Skill Name
|
| 224 |
+
Currently provides editing for some melee skills, ranged skills,
|
| 225 |
+
Enable This Skill
|
| 226 |
+
When enabled, if the Creation's Behavior Mode includes this s
|
| 227 |
+
otherwise, this skill will not be used
|
| 228 |
+
Initial CD Range (s)
|
| 229 |
+
A random time within the configured range will be set as the E
|
| 230 |
+
After the creation is created, it will start using this skill only aft
|
| 231 |
+
Time has elapsed
|
| 232 |
+
Default CD Range (s)
|
| 233 |
+
A random time within the configured range will be set as the a
|
| 234 |
+
After the Creation uses this skill, it cannot use it again during
|
| 235 |
+
Complete enumeration details of Creation Skills: Creation Skills Description
|
| 236 |
+
III. Managing Creation Patrol via Node Graphs
|
| 237 |
+
If, in Patrol Template editing, the Send Node Graph Event on Arrival Event option is
|
| 238 |
+
checked for a specified waypoint, the Node Graph Event will be received when the
|
| 239 |
+
conditions are met
|
| 240 |
+
This Node Graph Event can only be received by the creation's node graph
|
| 241 |
+
Configuration
|
| 242 |
+
Parameters
|
| 243 |
+
Data Type
|
| 244 |
+
Description
|
| 245 |
+
Creation Entity
|
| 246 |
+
Entity
|
| 247 |
+
The creation entity during runtime
|
| 248 |
+
Creation GUID
|
| 249 |
+
GUID
|
| 250 |
+
The GUID of the creation, outputs empty if n
|
| 251 |
+
Current Patrol
|
| 252 |
+
Template ID
|
| 253 |
+
Integer
|
| 254 |
+
The currently active patrol template ID for th
|
| 255 |
+
Current Global Path
|
| 256 |
+
ID
|
| 257 |
+
Integer
|
| 258 |
+
The Global Path ID referenced by the creati
|
| 259 |
+
Current Waypoint ID
|
| 260 |
+
Integer
|
| 261 |
+
The current waypoint ID reached by the cre
|
| 262 |
+
Next Waypoint ID
|
| 263 |
+
Integer
|
| 264 |
+
The waypoint ID the creation will move to ne
|
| 265 |
+
Configuration
|
| 266 |
+
Parameters
|
| 267 |
+
Data Type
|
| 268 |
+
Description
|
| 269 |
+
Creation Entity
|
| 270 |
+
Entity
|
| 271 |
+
The creation entity during runtime
|
| 272 |
+
Patrol Template ID
|
| 273 |
+
Integer
|
| 274 |
+
The configured patrol template ID for the cre
|
| 275 |
+
Configuration
|
| 276 |
+
Parameters
|
| 277 |
+
Data Type
|
| 278 |
+
Description
|
| 279 |
+
Creation Entity
|
| 280 |
+
Entity
|
| 281 |
+
The creation entity during runtime
|
| 282 |
+
Patrol Template ID
|
| 283 |
+
Integer
|
| 284 |
+
Currently active patrol template ID for the cr
|
| 285 |
+
Global Path ID
|
| 286 |
+
Integer
|
| 287 |
+
Global Path ID referenced by the creation's
|
| 288 |
+
Target Waypoint ID
|
| 289 |
+
Integer
|
| 290 |
+
The waypoint ID the creation will move to ne
|
| 291 |
+
Output lists for this node are only correct when the hostility configuration is set to
|
| 292 |
+
[Default Type].
|
| 293 |
+
Configuration
|
| 294 |
+
Parameters
|
| 295 |
+
Data Type
|
| 296 |
+
Description
|
| 297 |
+
Creation Entity
|
| 298 |
+
Entity
|
| 299 |
+
The creation entity during runtime
|
| 300 |
+
Aggro List
|
| 301 |
+
Entity List
|
| 302 |
+
Which entities the creation currently has hos
|
| 303 |
+
Depending on the creation's current behavior, the target entities may differ.
|
| 304 |
+
For example, when the creation is attacking an enemy, the target is a specified enemy
|
| 305 |
+
entity.
|
| 306 |
+
For example, when the creation is healing an ally, the target is a specified allied entity.
|
| 307 |
+
Configuration
|
| 308 |
+
Parameters
|
| 309 |
+
Data Type
|
| 310 |
+
Description
|
| 311 |
+
Creation Entity
|
| 312 |
+
Entity
|
| 313 |
+
The creation entity during runtime
|
| 314 |
+
Target Entity
|
| 315 |
+
Entity
|
| 316 |
+
The creation's current AI selects the target e
|
| 317 |
+
Ability Units
|
| 318 |
+
Concept Introduction
|
| 319 |
+
Functions
|
| 320 |
+
Specialized Settings
|
| 321 |
+
General Settings
|
| 322 |
+
The Behavior Modes of Creation Entities can be configured and switched through
|
| 323 |
+
enumeration selection
|
| 324 |
+
|
| 325 |
+
After selecting a Behavior Mode, you can choose the Not-in-Battle Behavior.
|
| 326 |
+
|
| 327 |
+
After selecting a Behavior Mode, you can choose the Battle Area.
|
| 328 |
+
|
| 329 |
+
Through "Details Editor", you can adjust and configure more parameters for not-in-
|
| 330 |
+
battle and battle behaviors.
|
| 331 |
+
|
| 332 |
+
Click
|
| 333 |
+
to add a patrol template.
|
| 334 |
+
|
| 335 |
+
Template X, where X is the ID; use it as a node input to switch patrol templates.
|
| 336 |
+
|
| 337 |
+
Select the pre-configured paths from Path for reference.
|
| 338 |
+
|
| 339 |
+
Detection Range
|
| 340 |
+
|
| 341 |
+
FOV Detection
|
| 342 |
+
|
| 343 |
+
Basic Settings
|
| 344 |
+
|
| 345 |
+
Skill Settings
|
| 346 |
+
|
| 347 |
+
1.
|
| 348 |
+
When Creation Reaches Patrol Waypoint
|
| 349 |
+
2.
|
| 350 |
+
Switch Creation Patrol Template
|
| 351 |
+
3.
|
| 352 |
+
Get Current Creation's Patrol Template
|
| 353 |
+
4.
|
| 354 |
+
Get Aggro List of Creation in Default Mode
|
| 355 |
+
5.
|
| 356 |
+
Get Creation's Current Target
|
| 357 |
+
Home
|
| 358 |
+
News
|
| 359 |
+
About Us
|
| 360 |
+
Careers
|
| 361 |
+
Business Affairs
|
| 362 |
+
Privacy Policy
|
| 363 |
+
Terms of Service
|
| 364 |
+
Help Center
|
| 365 |
+
General Guide
|
| 366 |
+
Tutorial
|
| 367 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh4ppo02m1o8.txt
ADDED
|
@@ -0,0 +1,82 @@
|
|
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|
|
|
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|
|
|
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|
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|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
/
|
| 4 |
+
VFX Playing
|
| 5 |
+
1. Functions of VFX Playing Components
|
| 6 |
+
The VFX Playing component contains two parts of functions
|
| 7 |
+
1. Effects played through the node graph must rely on the VFX playing component.
|
| 8 |
+
Without this component, effects cannot be played through the node graph
|
| 9 |
+
2. Default looping effects can be mounted through components, and these effects will
|
| 10 |
+
be created along with the entity
|
| 11 |
+
Multiple effects can be active simultaneously on the VFX Playing Component
|
| 12 |
+
II. Editing VFX Playing Components
|
| 13 |
+
1. Adding VFX Playing Components
|
| 14 |
+
(1) Switch to the Components tab of the entity or prefab
|
| 15 |
+
(2) Find or add a VFX playing component
|
| 16 |
+
The VFX Playing component is a default mounted component for all units (i.e., it is
|
| 17 |
+
mounted by default when an entity is created). Therefore, for newly created entities or
|
| 18 |
+
prefabs, you can find the Effect Player component directly in the Components tab
|
| 19 |
+
If it doesn't exist, you can add a new VFX playing component through the Add Common
|
| 20 |
+
Components button
|
| 21 |
+
2. Add VFX Play
|
| 22 |
+
On the "Details" tab of the VFX Playing component, press [Add Special Effects] to add
|
| 23 |
+
a new effect configuration
|
| 24 |
+
3. Configure VFX Playing
|
| 25 |
+
Parameter Name
|
| 26 |
+
Parameter Description
|
| 27 |
+
VFX Player ID
|
| 28 |
+
The sequence number of the VFX Player
|
| 29 |
+
VFX Player Name
|
| 30 |
+
The name of the VFX Player, which cannot be duplica
|
| 31 |
+
VFX Asset Type
|
| 32 |
+
Choose between Looping Effects and Timed Effects,
|
| 33 |
+
For effect-related assets, see Special Effects
|
| 34 |
+
Special Effects Asset
|
| 35 |
+
You can select Special Effects Asset. After selecting a
|
| 36 |
+
Follow Location
|
| 37 |
+
Whether to move along with the component owner
|
| 38 |
+
Follow Rotation
|
| 39 |
+
Whether to rotate with the component owner, only take
|
| 40 |
+
Attachment Point
|
| 41 |
+
The attachment point where the effect plays. You can
|
| 42 |
+
attachment points configured on the entity
|
| 43 |
+
Zoom Factor
|
| 44 |
+
Zoom multiplier of the effect
|
| 45 |
+
Offset
|
| 46 |
+
The offset of the VFX's playing position relative to the
|
| 47 |
+
Rotation
|
| 48 |
+
The rotation of the VFX's playing position relative to th
|
| 49 |
+
Local Filter
|
| 50 |
+
Refer to Local Filter Node Graph: Used to determine w
|
| 51 |
+
specific distinctions and usage of the two filters, see N
|
| 52 |
+
perform checks while the entity with the effect is prese
|
| 53 |
+
Here is an explanation of the basic nodes in the local
|
| 54 |
+
Unit Status
|
| 55 |
+
Custom Attachment Points
|
| 56 |
+
Concept Introduction
|
| 57 |
+
Functions
|
| 58 |
+
Common Components
|
| 59 |
+
VFX Playing
|
| 60 |
+
Get Self Entity
|
| 61 |
+
|
| 62 |
+
Output parameter: The entity that has the effect g
|
| 63 |
+
|
| 64 |
+
Get Target Entity
|
| 65 |
+
|
| 66 |
+
No output parameter.
|
| 67 |
+
|
| 68 |
+
Get Current Character
|
| 69 |
+
|
| 70 |
+
Output parameter: The local character.
|
| 71 |
+
|
| 72 |
+
Home
|
| 73 |
+
News
|
| 74 |
+
About Us
|
| 75 |
+
Careers
|
| 76 |
+
Business Affairs
|
| 77 |
+
Privacy Policy
|
| 78 |
+
Terms of Service
|
| 79 |
+
Help Center
|
| 80 |
+
General Guide
|
| 81 |
+
Tutorial
|
| 82 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh57xz9afh7e.txt
ADDED
|
@@ -0,0 +1,29 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
Skill Animation
|
| 4 |
+
I. Definition of Skill Animation
|
| 5 |
+
Skill animations are animation assets created for combat actions performed by entities
|
| 6 |
+
II. Characteristics of Character Skill Animations
|
| 7 |
+
Character skill animations require a character entity as their base, and each skill
|
| 8 |
+
animation playback must have a specific character entity as its carrier.
|
| 9 |
+
Character skill animations depend on the activation of custom skills.
|
| 10 |
+
III. Character Skill Animation References
|
| 11 |
+
When editing skills, you can reference character skill animations to define the animation
|
| 12 |
+
effects that play after the skill is cast.
|
| 13 |
+
For specific reference methods, please refer to Skills
|
| 14 |
+
Preset Status
|
| 15 |
+
UI Controls
|
| 16 |
+
Concept Introduction
|
| 17 |
+
Assets
|
| 18 |
+
Skill Animation
|
| 19 |
+
Home
|
| 20 |
+
News
|
| 21 |
+
About Us
|
| 22 |
+
Careers
|
| 23 |
+
Business Affairs
|
| 24 |
+
Privacy Policy
|
| 25 |
+
Terms of Service
|
| 26 |
+
Help Center
|
| 27 |
+
General Guide
|
| 28 |
+
Tutorial
|
| 29 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh5jko05fzyw.txt
ADDED
|
@@ -0,0 +1,119 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
/
|
| 4 |
+
Tab
|
| 5 |
+
1. Tab Component Functions
|
| 6 |
+
The Tab component enables players to configure and interact with dynamic objects and
|
| 7 |
+
creations
|
| 8 |
+
After adding this component to an entity, it supports configuring and applying multiple
|
| 9 |
+
tabs simultaneously
|
| 10 |
+
Each tab supports using a local filter to determine visibility for each player
|
| 11 |
+
The entity type that triggers the tab function is Character
|
| 12 |
+
II. Editing Tab Components
|
| 13 |
+
1. Add Components
|
| 14 |
+
(1) In the entity/prefab editing interface, open the Editing Components tab (A)
|
| 15 |
+
(2) Click "Add Common Components" below, select and click "Tab" to add (B), (C)
|
| 16 |
+
successfully
|
| 17 |
+
When "Tab" is selected, the entity being edited will display the tab trigger area with
|
| 18 |
+
a blue border
|
| 19 |
+
(3) Click "Advanced Editing" to expand the editing tab (D)
|
| 20 |
+
2. Editing Tabs
|
| 21 |
+
(1) Basic Tab Information
|
| 22 |
+
Configuration Parameters
|
| 23 |
+
Description
|
| 24 |
+
Initially Effective Tab
|
| 25 |
+
The dropdown menu provides tab enumeration
|
| 26 |
+
By modifying the checkbox behind, you can change the eff
|
| 27 |
+
modification, the effective status will be synchronized to the
|
| 28 |
+
*Tab List
|
| 29 |
+
Enumerate all tabs of entity configuration.
|
| 30 |
+
Click to
|
| 31 |
+
toggle the visibility status of a tab in the editing window.
|
| 32 |
+
Effective only during editing
|
| 33 |
+
Click "Advanced Editing" to enter the tab list and trigger area configuration interface
|
| 34 |
+
(2) Tab List
|
| 35 |
+
Click "Add Tabs" to create a new tab
|
| 36 |
+
Option ID ID X. Can be used for node graph input parameter to adjust whether tab is
|
| 37 |
+
in effect
|
| 38 |
+
Option Tab Icon Click
|
| 39 |
+
to switch the icon in front of the tab.
|
| 40 |
+
Initially Effective If enabled, this option tab takes effect immediately upon entity
|
| 41 |
+
creation. An effective tab is visible and can be selected for operation
|
| 42 |
+
Sort Level Controls the display order of option tabs. The higher the number, the
|
| 43 |
+
further forward it appears
|
| 44 |
+
Local Filter There are two types of filters: Boolean filters and integer filters. See Node
|
| 45 |
+
Graphs for details.
|
| 46 |
+
Filter Node Graph You can refer to the filter node diagram of the above selection types
|
| 47 |
+
to determine whether the tab meets the display conditions.
|
| 48 |
+
The following is an example using a Boolean filter:
|
| 49 |
+
The local filter continuously monitors while the character is within the effective
|
| 50 |
+
range. If the result changes, it updates the display immediately.
|
| 51 |
+
Explains the basic nodes in the local filter node graph
|
| 52 |
+
The output parameter is the entity where the tab component is mounted
|
| 53 |
+
When the character is within range, this node outputs parameters for the character
|
| 54 |
+
entity that is effective within the tab range
|
| 55 |
+
Output parameter is the local character
|
| 56 |
+
(3) Trigger Option Area
|
| 57 |
+
Press the "Add Trigger Option Area" button to create a new trigger area
|
| 58 |
+
Configuration Parameters
|
| 59 |
+
Description
|
| 60 |
+
Trigger Area Shape
|
| 61 |
+
Supports cuboid, sphere, and capsule shapes. Different siz
|
| 62 |
+
parameters will be displayed based on the selected shape
|
| 63 |
+
Center
|
| 64 |
+
Offset relative to the entity/prefab center
|
| 65 |
+
Rotation
|
| 66 |
+
Supports orientation adjustment along different axes based
|
| 67 |
+
position
|
| 68 |
+
Zoom Multiplier
|
| 69 |
+
The trigger area's shape supports defining scaling along di
|
| 70 |
+
III. Manage Tabs Through Node Graph
|
| 71 |
+
Enter the Tab ID to control whether the tab is enabled or not
|
| 72 |
+
When the active tab is selected, it will send an event to the node graph
|
| 73 |
+
The entity node graph configured by the tab component will receive this event
|
| 74 |
+
Configuration Parameters
|
| 75 |
+
Description
|
| 76 |
+
Event Source Entity
|
| 77 |
+
The entity where the tab component is mounted
|
| 78 |
+
Event Source GUID
|
| 79 |
+
The entity with mounted tab components, outputs 0 if none
|
| 80 |
+
Tab ID
|
| 81 |
+
Tab ID
|
| 82 |
+
Selector Entity
|
| 83 |
+
Character entity that triggers tab
|
| 84 |
+
Basic Motion Device
|
| 85 |
+
Concept Introduction
|
| 86 |
+
Functions
|
| 87 |
+
Common Components
|
| 88 |
+
Tab
|
| 89 |
+
Add New Tabs
|
| 90 |
+
|
| 91 |
+
Editing Tabs
|
| 92 |
+
|
| 93 |
+
Get self entity
|
| 94 |
+
|
| 95 |
+
Get target entity
|
| 96 |
+
|
| 97 |
+
Get Current Character
|
| 98 |
+
|
| 99 |
+
Example
|
| 100 |
+
|
| 101 |
+
Add Trigger Areas
|
| 102 |
+
|
| 103 |
+
Trigger Areas
|
| 104 |
+
|
| 105 |
+
Activate/Disable Tab
|
| 106 |
+
|
| 107 |
+
When the tab is selected
|
| 108 |
+
|
| 109 |
+
Home
|
| 110 |
+
News
|
| 111 |
+
About Us
|
| 112 |
+
Careers
|
| 113 |
+
Business Affairs
|
| 114 |
+
Privacy Policy
|
| 115 |
+
Terms of Service
|
| 116 |
+
Help Center
|
| 117 |
+
General Guide
|
| 118 |
+
Tutorial
|
| 119 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh5n160t2b6w.txt
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|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
/
|
| 4 |
+
Nameplate
|
| 5 |
+
1. Functions of Nameplate Component
|
| 6 |
+
Nameplate Components support displaying visual information for the specified entities
|
| 7 |
+
during stage runtime, providing specific information such as entity HP, level, and other
|
| 8 |
+
details, as well as directional guidance, distance display, and other visual indicators.
|
| 9 |
+
1. Overview
|
| 10 |
+
The nameplate component needs to be mounted to entities. Supports usage of
|
| 11 |
+
characters, objects, and creations.
|
| 12 |
+
The nameplate component allows multiple nameplates to be active at the same time.
|
| 13 |
+
Nameplates can be enabled or disabled via default configuration, or controlled
|
| 14 |
+
individually through the node graph; the visibility of the specific nameplates can also be
|
| 15 |
+
adjusted using the local filter.
|
| 16 |
+
2. Details
|
| 17 |
+
The actual nameplate display includes both the nameplate and the navigation
|
| 18 |
+
indicator
|
| 19 |
+
Nameplates
|
| 20 |
+
Can be occluded by the environment
|
| 21 |
+
On the same physics layer as the entity
|
| 22 |
+
Navigation Indicator
|
| 23 |
+
Not occluded by the environment
|
| 24 |
+
Above Interface Layout layer
|
| 25 |
+
II. Editing Nameplate Components
|
| 26 |
+
1. Add Components
|
| 27 |
+
(1) In the entity/prefab editing interface, open the Editing Components tab
|
| 28 |
+
(2) Click "Add Components" below, select and click "Nameplate" to add it
|
| 29 |
+
When the nameplate is selected, the entity being edited will display all currently active
|
| 30 |
+
nameplates of the nameplate component and their stacking behavior.
|
| 31 |
+
(3) Click "Advanced Editing" to expand the editing tab
|
| 32 |
+
2. Editing Nameplate Components
|
| 33 |
+
Configuration Parameters
|
| 34 |
+
Description
|
| 35 |
+
Initially Effective
|
| 36 |
+
Nameplate
|
| 37 |
+
The dropdown menu provides nameplate enumeration
|
| 38 |
+
By modifying the checkbox behind, you can change the eff
|
| 39 |
+
synchronized to the nameplate editing tab
|
| 40 |
+
*Nameplate List
|
| 41 |
+
Enumerates all nameplates configured for the entity
|
| 42 |
+
III. Editing Nameplates
|
| 43 |
+
1. Adding Nameplates
|
| 44 |
+
The added nameplate is initially effective by default.
|
| 45 |
+
2. Editing Nameplates
|
| 46 |
+
(1) Select the Nameplate submenu
|
| 47 |
+
(2) Basic Settings
|
| 48 |
+
Configuration Parameters
|
| 49 |
+
Description
|
| 50 |
+
Select Attachment Points
|
| 51 |
+
Select the preset attachment point of the entity, or a custom
|
| 52 |
+
Can be selected from the dropdown menu. The nameplate p
|
| 53 |
+
location.
|
| 54 |
+
Visible Radius (m)
|
| 55 |
+
The effective range of the nameplate. The nameplate logic w
|
| 56 |
+
this configured distance.
|
| 57 |
+
Filter Node Graph
|
| 58 |
+
Can reference the local filter node graph to determine wheth
|
| 59 |
+
specific distinctions and usage of the two filters, see Node G
|
| 60 |
+
Selection Type: Boolean
|
| 61 |
+
When the local filter re
|
| 62 |
+
visible to the local clien
|
| 63 |
+
Selection Type: Integer
|
| 64 |
+
Effective Integer Range:
|
| 65 |
+
Configure an integer list as
|
| 66 |
+
needed
|
| 67 |
+
When the local filter re
|
| 68 |
+
associated nameplate
|
| 69 |
+
Explains the basic nodes in the local filter node graph
|
| 70 |
+
Output parameter is the entity with nameplate compone
|
| 71 |
+
Output parameter is the character entity within effective
|
| 72 |
+
Retrieval succeeds only if the character entity is equal t
|
| 73 |
+
Output parameter is the local character
|
| 74 |
+
Initially Effective
|
| 75 |
+
Whether to enable simultaneously with object creation
|
| 76 |
+
If multiple nameplates are enabled simultaneously, overlapp
|
| 77 |
+
(3) Nameplate Content
|
| 78 |
+
The nameplate offers five independent types of editable content and supports both
|
| 79 |
+
individual and combined use of these content types, with adjustable position, size, and
|
| 80 |
+
detailed data for each item.
|
| 81 |
+
You can add content items to the nameplate with "Add Content".
|
| 82 |
+
Use
|
| 83 |
+
to adjust the visibility of the specified items in the edit mode.
|
| 84 |
+
Use
|
| 85 |
+
to copy, paste, delete and perform other operations on the selected items.
|
| 86 |
+
a. Text Box
|
| 87 |
+
Configuration Parameters
|
| 88 |
+
Description
|
| 89 |
+
Offset
|
| 90 |
+
Adjustable offset based on the attachment point selected in
|
| 91 |
+
Size
|
| 92 |
+
Adjust the size of text box
|
| 93 |
+
Background Color
|
| 94 |
+
Supports setting a transparent or black semi-transparent bac
|
| 95 |
+
Font Size
|
| 96 |
+
Font size configuration
|
| 97 |
+
Text Content
|
| 98 |
+
Display text editing
|
| 99 |
+
Supports adjusting the alignment of the text content
|
| 100 |
+
Supports variable insertion. Selecting a custom variable for
|
| 101 |
+
text box
|
| 102 |
+
If the configured text content exceeds text box range, it will
|
| 103 |
+
Insert the referenced custom variables in rich text format, us
|
| 104 |
+
{Type:Prefix.VariableName}
|
| 105 |
+
Type:
|
| 106 |
+
1: When referencing a custom variable of the entity itself.
|
| 107 |
+
2: When referencing an attribute of the entity.
|
| 108 |
+
Prefix:
|
| 109 |
+
s: When the billboard is attached to a non-character/player e
|
| 110 |
+
a: When the billboard is attached to a character entity.
|
| 111 |
+
p: When the billboard is attached to a player entity.
|
| 112 |
+
Variable Name:
|
| 113 |
+
When referencing a custom variable, use the name of the cu
|
| 114 |
+
When referencing an entity's attribute, use the following vari
|
| 115 |
+
Current HP: HpCur
|
| 116 |
+
Maximum HP: HpMax
|
| 117 |
+
Current ATK: AtkCur
|
| 118 |
+
Current DEF: DefCur
|
| 119 |
+
Current Level: LvCur
|
| 120 |
+
Player Nickname: PName
|
| 121 |
+
Distance to Player: PDist
|
| 122 |
+
b. Icons
|
| 123 |
+
Configuration
|
| 124 |
+
Parameters
|
| 125 |
+
Description
|
| 126 |
+
Offset
|
| 127 |
+
Adjustable offset based on the attachment point selected in b
|
| 128 |
+
Size
|
| 129 |
+
Adjust the size of the icon
|
| 130 |
+
Icon Type
|
| 131 |
+
Custom Icon
|
| 132 |
+
Icon must be additionally selected for us
|
| 133 |
+
Use Faction Icon
|
| 134 |
+
Repeated icon selection unnecessary. T
|
| 135 |
+
c. Progress Bar
|
| 136 |
+
Configuration
|
| 137 |
+
Parameters
|
| 138 |
+
Description
|
| 139 |
+
Offset
|
| 140 |
+
Adjustable offset based on the attachment point selected in bas
|
| 141 |
+
Shape
|
| 142 |
+
Horizontal
|
| 143 |
+
Supports setting width and height
|
| 144 |
+
Vertical
|
| 145 |
+
Supports width and height configuration
|
| 146 |
+
Ring
|
| 147 |
+
Supports diameter configuration
|
| 148 |
+
Size
|
| 149 |
+
Progress bar size adjustment
|
| 150 |
+
Progress Bar Style
|
| 151 |
+
Percentage
|
| 152 |
+
Displays progress as a percentage based
|
| 153 |
+
Do Not Show
|
| 154 |
+
Hide progress hint text
|
| 155 |
+
Current Value
|
| 156 |
+
Display current value in real-time
|
| 157 |
+
1:1 Scale
|
| 158 |
+
Display actual ratio in real-time
|
| 159 |
+
Color
|
| 160 |
+
Can be selected from preset colors
|
| 161 |
+
Current Progress
|
| 162 |
+
Value
|
| 163 |
+
Supports selection of custom variables for the mounted entities
|
| 164 |
+
Minimum Value
|
| 165 |
+
Supports selection of custom variables for the mounted entities
|
| 166 |
+
Maximum Value
|
| 167 |
+
Supports selection of custom variables for the mounted entities
|
| 168 |
+
Progress Bar Smooth
|
| 169 |
+
Transition
|
| 170 |
+
When enabled, the progress value change will be animated ove
|
| 171 |
+
Transition Duration (s)
|
| 172 |
+
When the current progress value changes, the visual transition
|
| 173 |
+
d. Timer
|
| 174 |
+
Configuration
|
| 175 |
+
Parameters
|
| 176 |
+
Description
|
| 177 |
+
Offset
|
| 178 |
+
Adjustable offset based on the attachment point selected in bas
|
| 179 |
+
Type
|
| 180 |
+
Stopwatch, Countdown
|
| 181 |
+
Specify Timer
|
| 182 |
+
Enumerates all predefined global timers that match the specifie
|
| 183 |
+
Source Entity
|
| 184 |
+
Default configuration is stage entity; can choose between stage
|
| 185 |
+
e. HP and Shield
|
| 186 |
+
Configuration
|
| 187 |
+
Parameters
|
| 188 |
+
Description
|
| 189 |
+
Offset
|
| 190 |
+
Adjustable offset based on the attachment point selected in bas
|
| 191 |
+
Size
|
| 192 |
+
Adjust HP bar size
|
| 193 |
+
HP Display Style
|
| 194 |
+
Do Not Show
|
| 195 |
+
Hide HP bar
|
| 196 |
+
Progress Bar
|
| 197 |
+
Progress Bar +
|
| 198 |
+
Value
|
| 199 |
+
Value is precise to two decimal places
|
| 200 |
+
HP Color
|
| 201 |
+
The progress bar will display with the color configured in the se
|
| 202 |
+
Shield Display
|
| 203 |
+
Do Not Show
|
| 204 |
+
Only show HP bar
|
| 205 |
+
Display
|
| 206 |
+
Separately
|
| 207 |
+
If the shield is configured to display separa
|
| 208 |
+
Mixed Display
|
| 209 |
+
If configured for mixed display, the progres
|
| 210 |
+
simultaneously, with the shield value displa
|
| 211 |
+
the deduction priority.
|
| 212 |
+
Show Shield Display
|
| 213 |
+
Maximum Value
|
| 214 |
+
If checked, when the shield value exceeds
|
| 215 |
+
as full.
|
| 216 |
+
Shield Display
|
| 217 |
+
Maximum Value
|
| 218 |
+
This configuration is only available when S
|
| 219 |
+
The shield display maximum value will be
|
| 220 |
+
exceeding this limit will continue to display
|
| 221 |
+
The shield bar will show the deduction only
|
| 222 |
+
value.
|
| 223 |
+
3. Editing Navigation Indicators
|
| 224 |
+
(1) Select the Navigation Indicator submenu
|
| 225 |
+
(2) Basic Settings
|
| 226 |
+
Configuration
|
| 227 |
+
Parameters
|
| 228 |
+
Description
|
| 229 |
+
Offset
|
| 230 |
+
Adjustable offset based on the attachment point selected in bas
|
| 231 |
+
Maximum Visible
|
| 232 |
+
Radius (m)
|
| 233 |
+
Maximum effective range of indicator
|
| 234 |
+
Minimum Visible
|
| 235 |
+
Radius (m)
|
| 236 |
+
Minimum effective range of indicator
|
| 237 |
+
Hide Indicators When
|
| 238 |
+
Nameplate Is
|
| 239 |
+
Displayed
|
| 240 |
+
When enabled, the indicator will not be displayed when the nam
|
| 241 |
+
nameplate and indicator display.
|
| 242 |
+
(3) Navigation Indicator Content
|
| 243 |
+
The navigation indicator provides two independent types of editable content, which can
|
| 244 |
+
be used separately or in combination. Each type supports adjustments to position, size,
|
| 245 |
+
and detailed data.
|
| 246 |
+
Use Add Content
|
| 247 |
+
to add
|
| 248 |
+
items to the navigation indicator.
|
| 249 |
+
Use
|
| 250 |
+
to adjust the visibility of the specified items in the edit mode.
|
| 251 |
+
Use
|
| 252 |
+
to copy, paste, delete and perform other operations on the selected items.
|
| 253 |
+
a. Text Box
|
| 254 |
+
Configuration Parameters
|
| 255 |
+
Description
|
| 256 |
+
Size
|
| 257 |
+
Adjust the size of text box
|
| 258 |
+
Background Color
|
| 259 |
+
Supports setting a transparent or black semi-transparent bac
|
| 260 |
+
Font Size
|
| 261 |
+
Font size configuration
|
| 262 |
+
Text Content
|
| 263 |
+
Display text editing
|
| 264 |
+
Supports variable insertion, select custom variables for the
|
| 265 |
+
box
|
| 266 |
+
Supports adjusting text alignment effects
|
| 267 |
+
If the configured text content exceeds the text box range, it w
|
| 268 |
+
b. Icons
|
| 269 |
+
Configuration
|
| 270 |
+
Parameters
|
| 271 |
+
Description
|
| 272 |
+
Size
|
| 273 |
+
Adjust the size of the icon
|
| 274 |
+
Icon Type
|
| 275 |
+
Custom Icon
|
| 276 |
+
Icon must be additionally selected for us
|
| 277 |
+
Use Faction Icon
|
| 278 |
+
Repeated icon selection unnecessary. T
|
| 279 |
+
IV. Managing Nameplates Through Node Graph
|
| 280 |
+
During entity runtime, its active nameplates can be managed through the node graph
|
| 281 |
+
The Nameplate Config ID List entered through the node will completely override the
|
| 282 |
+
target entity's active nameplate
|
| 283 |
+
Configuration
|
| 284 |
+
Parameters
|
| 285 |
+
Data Type
|
| 286 |
+
Description
|
| 287 |
+
Target Entity
|
| 288 |
+
Entity
|
| 289 |
+
Runtime entity
|
| 290 |
+
Nameplate Config ID
|
| 291 |
+
List
|
| 292 |
+
Config ID List
|
| 293 |
+
Sound Effect Player
|
| 294 |
+
Text Bubble
|
| 295 |
+
Concept Introduction
|
| 296 |
+
Functions
|
| 297 |
+
Common Components
|
| 298 |
+
Nameplate
|
| 299 |
+
Click
|
| 300 |
+
to add a nameplate.
|
| 301 |
+
|
| 302 |
+
Nameplate X, where X is the nameplate ID, can be used as a node input to adjust
|
| 303 |
+
the initial activation parameters of the nameplate.
|
| 304 |
+
|
| 305 |
+
Get Self Entity
|
| 306 |
+
|
| 307 |
+
Get Self Entity
|
| 308 |
+
|
| 309 |
+
Get Current Character
|
| 310 |
+
|
| 311 |
+
Set Entity Active Nameplate
|
| 312 |
+
|
| 313 |
+
Home
|
| 314 |
+
News
|
| 315 |
+
About Us
|
| 316 |
+
Careers
|
| 317 |
+
Business Affairs
|
| 318 |
+
Privacy Policy
|
| 319 |
+
Terms of Service
|
| 320 |
+
Help Center
|
| 321 |
+
General Guide
|
| 322 |
+
Tutorial
|
| 323 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh5y5001vqd4.txt
ADDED
|
@@ -0,0 +1,74 @@
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
/
|
| 4 |
+
Inventory Component
|
| 5 |
+
I. Inventory Component Functions
|
| 6 |
+
The Inventory component directly references the Inventory template and generates
|
| 7 |
+
corresponding inventory instances at runtime
|
| 8 |
+
The Inventory component supports selecting only one inventory template at a time
|
| 9 |
+
The Inventory component can be mounted on characters, creations, and dynamic objects
|
| 10 |
+
II. Editing Inventory Components
|
| 11 |
+
1. Add Components
|
| 12 |
+
(1) In the Entity or Prefab editing interface, open the Component Editing Tab
|
| 13 |
+
(2) Click "Add Components" below, then click "Inventory" to add it
|
| 14 |
+
(3) Click "Advanced Editing" to expand the editing tab
|
| 15 |
+
2. Basic Concepts
|
| 16 |
+
By adding this component, you can configure the character's inventory component and
|
| 17 |
+
define default items in the inventory
|
| 18 |
+
Inventory Template: Reference an inventory template
|
| 19 |
+
Starting Items : The default item configuration in the inventory. When gameplay starts,
|
| 20 |
+
the character carries these contents by default
|
| 21 |
+
III. Inventory Runtime Instance
|
| 22 |
+
IV. Inventory Data for Node Graph Operations
|
| 23 |
+
1. Inventory Component-Related Execution Nodes
|
| 24 |
+
2. Inventory Component-Related Event Nodes
|
| 25 |
+
3. Inventory Component-Related Query Nodes
|
| 26 |
+
Text Bubble
|
| 27 |
+
Loots
|
| 28 |
+
Concept Introduction
|
| 29 |
+
Functions
|
| 30 |
+
Common Components
|
| 31 |
+
Inventory Component
|
| 32 |
+
Set Inventory Drop Items/Currency Amount
|
| 33 |
+
|
| 34 |
+
Set Inventory Item Drop Contents
|
| 35 |
+
|
| 36 |
+
Modify Inventory Item Quantity
|
| 37 |
+
|
| 38 |
+
Modify Inventory Currency Quantity
|
| 39 |
+
|
| 40 |
+
Increase Maximum Inventory Capacity
|
| 41 |
+
|
| 42 |
+
When Item Is Lost From Inventory
|
| 43 |
+
|
| 44 |
+
When the Quantity of Inventory Item Changes
|
| 45 |
+
|
| 46 |
+
When Item Is Added to Inventory
|
| 47 |
+
|
| 48 |
+
When the Quantity of Inventory Currency Changes
|
| 49 |
+
|
| 50 |
+
When items in the inventory are used
|
| 51 |
+
|
| 52 |
+
Get Inventory Item Quantity
|
| 53 |
+
|
| 54 |
+
Get Inventory Capacity
|
| 55 |
+
|
| 56 |
+
Get All Inventory Basic Items
|
| 57 |
+
|
| 58 |
+
Get All Inventory Equipment
|
| 59 |
+
|
| 60 |
+
Get All Inventory Currency
|
| 61 |
+
|
| 62 |
+
Get Inventory Currency Quantity
|
| 63 |
+
|
| 64 |
+
Home
|
| 65 |
+
News
|
| 66 |
+
About Us
|
| 67 |
+
Careers
|
| 68 |
+
Business Affairs
|
| 69 |
+
Privacy Policy
|
| 70 |
+
Terms of Service
|
| 71 |
+
Help Center
|
| 72 |
+
General Guide
|
| 73 |
+
Tutorial
|
| 74 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh63ox06afy8.txt
ADDED
|
@@ -0,0 +1,61 @@
|
|
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|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
/
|
| 4 |
+
Loots
|
| 5 |
+
1. Functions of Loot Components
|
| 6 |
+
The Loot Component allows creators (Craftspeople) to configure a fixed Loot collection
|
| 7 |
+
template data, which creates Loot based on this data template when the component
|
| 8 |
+
holder is defeated
|
| 9 |
+
In design, it is recommended for implementing Loot-related concepts
|
| 10 |
+
The Loot component only supports configuring one set of Loot template data
|
| 11 |
+
II. Editing the Loot Components
|
| 12 |
+
1. Add Components
|
| 13 |
+
(1) In the Entity or Prefab editing interface, open the Component Editing Tab
|
| 14 |
+
(2) Click "Add Common Components" below, then click "Loot" to add it.
|
| 15 |
+
(3) Click "Advanced Editing" to expand the editing tab
|
| 16 |
+
2. Basic Concepts
|
| 17 |
+
(1) Basic Settings
|
| 18 |
+
Configuration for Drop Behavior and Drop Methods
|
| 19 |
+
Destruction Debris: Defines how the drop configuration is handled when the
|
| 20 |
+
component's owner is defeated
|
| 21 |
+
Individual Drops: Each virtual item in the Loot Content is converted into a
|
| 22 |
+
corresponding Loot item and dropped separately
|
| 23 |
+
Combined Drops: Virtual items in the Loot Content are converted into a single Loot
|
| 24 |
+
item and dropped
|
| 25 |
+
Loot Drop Mechanics: Divided into Shared Reward and Individualized Reward
|
| 26 |
+
Shared Reward: All players share the same loot. Once a player picks it up, other
|
| 27 |
+
players cannot pick it up again
|
| 28 |
+
Individualized Reward: Each player's client will generate their own independent
|
| 29 |
+
copy of the item, and players' looting actions do not affect each other
|
| 30 |
+
Corresponding Loot Appearance: Configure a Loot prefab, which is a physical entity
|
| 31 |
+
prefab. When a virtual item is created in the scene, it will be displayed using the model
|
| 32 |
+
of the associated drop prefab. This setting only takes effect when combined drops are
|
| 33 |
+
selected; if individual drops are chosen, each drop will use the associated drop prefab
|
| 34 |
+
configured in its own item or currency template
|
| 35 |
+
(2) Loot Content
|
| 36 |
+
Configure virtual Loot data. Click "Add Items" to configure a list of virtual items
|
| 37 |
+
Item List: You can select all defined items, currency templates and quantities
|
| 38 |
+
III. Loot Collection Examples
|
| 39 |
+
IV. Node Graph Operations for Loot Components
|
| 40 |
+
Loot Component Execution Nodes
|
| 41 |
+
Inventory Component
|
| 42 |
+
Shop Component
|
| 43 |
+
Concept Introduction
|
| 44 |
+
Functions
|
| 45 |
+
Common Components
|
| 46 |
+
Loots
|
| 47 |
+
Trigger Loot Drop
|
| 48 |
+
|
| 49 |
+
Set Loot Drop Content
|
| 50 |
+
|
| 51 |
+
Home
|
| 52 |
+
News
|
| 53 |
+
About Us
|
| 54 |
+
Careers
|
| 55 |
+
Business Affairs
|
| 56 |
+
Privacy Policy
|
| 57 |
+
Terms of Service
|
| 58 |
+
Help Center
|
| 59 |
+
General Guide
|
| 60 |
+
Tutorial
|
| 61 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh65jrr2yj3i.txt
ADDED
|
@@ -0,0 +1,69 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
/
|
| 4 |
+
Achievements
|
| 5 |
+
I. Achievement Functions
|
| 6 |
+
Achievements are used to record specific goals or milestones that players accomplish
|
| 7 |
+
in the game
|
| 8 |
+
Achievement progress can be carried over across multiple playthroughs. When players
|
| 9 |
+
replay the same stage, they can continuously accumulate achievement progress to
|
| 10 |
+
unlock different achievements.
|
| 11 |
+
The number of achievements and completion conditions in a stage can be customized
|
| 12 |
+
by creators (Craftspeople) through the Achievement module
|
| 13 |
+
II. Editing Achievements
|
| 14 |
+
Click [Manage Peripheral System] in the System menu to enter the Peripheral System
|
| 15 |
+
Settings interface
|
| 16 |
+
Configure achievement settings in the Peripheral System Settings interface
|
| 17 |
+
A stage supports configuring multiple regular achievements and one ultimate
|
| 18 |
+
achievement. The ultimate achievement will be automatically unlocked after all normal
|
| 19 |
+
achievements are completed. The ultimate achievement will only be enabled when at
|
| 20 |
+
least five normal achievements are set and their names and images are configured
|
| 21 |
+
Achievement Settings: Switch and Validity settings for the achievement system
|
| 22 |
+
Enable Achievements?: Enable or disable the achievement system
|
| 23 |
+
Enable in-room achievement settlement: Whether to allow setting achievement
|
| 24 |
+
progress when players play this stage through room teams rather than matchmaking
|
| 25 |
+
1. Ultimate Achievement
|
| 26 |
+
Ultimate Achievement: Ultimate Achievement settings, click the edit button on the right
|
| 27 |
+
to enter the Edit Details interface
|
| 28 |
+
Achievement Name: The display name for the achievement. Can be modified in the
|
| 29 |
+
Achievement Name field below
|
| 30 |
+
ID: The identifier used to distinguish this achievement when modifying achievement
|
| 31 |
+
data in a node graph
|
| 32 |
+
Achievement Icon: Allows uploading a local image to serve as the achievement's icon
|
| 33 |
+
2. Regular Achievements
|
| 34 |
+
Regular Achievements: Click the New Achievement button in the bottom right to add a
|
| 35 |
+
new normal achievement, then click the Edit button to modify its details
|
| 36 |
+
Achievement Name: The display name for the achievement. Can be modified in the
|
| 37 |
+
Achievement Name field below
|
| 38 |
+
ID: The identifier used to distinguish this achievement when modifying achievement
|
| 39 |
+
data in a node graph
|
| 40 |
+
Rarity: Creators (Craftspeople) can also customize an achievement's rarity, which is
|
| 41 |
+
divided into Glorious Gold , Starsilver, and Bright Bronze
|
| 42 |
+
Achievement Counter: A configurable value that starts at 0 for each player and
|
| 43 |
+
gradually increases through Node Graph trigger logic during gameplay. The
|
| 44 |
+
achievement is considered complete when the counter reaches this configured value
|
| 45 |
+
Achievement Description: The description displayed for this achievement
|
| 46 |
+
III. Node Graph Achievement Data Management
|
| 47 |
+
Rank
|
| 48 |
+
Stage Settlement
|
| 49 |
+
Concept Introduction
|
| 50 |
+
Advanced Concepts
|
| 51 |
+
Peripheral System
|
| 52 |
+
Achievements
|
| 53 |
+
Set Achievement Progress Tally
|
| 54 |
+
|
| 55 |
+
Change Achievement Progress Tally
|
| 56 |
+
|
| 57 |
+
Query If Achievement Is Completed
|
| 58 |
+
|
| 59 |
+
Home
|
| 60 |
+
News
|
| 61 |
+
About Us
|
| 62 |
+
Careers
|
| 63 |
+
Business Affairs
|
| 64 |
+
Privacy Policy
|
| 65 |
+
Terms of Service
|
| 66 |
+
Help Center
|
| 67 |
+
General Guide
|
| 68 |
+
Tutorial
|
| 69 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh6ate95agb6.txt
ADDED
|
@@ -0,0 +1,52 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
/
|
| 4 |
+
Skill Resources
|
| 5 |
+
I. Definition of Skill Resources
|
| 6 |
+
Skill Resources are resources that need to be consumed when specific skills are cast.
|
| 7 |
+
For example, "Elemental Energy" in the Classic Mode is a type of skill resource. The
|
| 8 |
+
Miliastra Sandbox supports creators (Craftspeople) in defining their own types of skill
|
| 9 |
+
resources and specifying which skill resources their skills require
|
| 10 |
+
II. Editing Skill Resources
|
| 11 |
+
1. Entry Point for Editing
|
| 12 |
+
Enter through the Skill Resource Management button in the system menu bar
|
| 13 |
+
Open the interface to edit globally available skill resource types
|
| 14 |
+
2. Parameters Introduction
|
| 15 |
+
Unconditional Growth: When exceeding the maximum obtainable value, this skill
|
| 16 |
+
resource amount will grow unconditionally
|
| 17 |
+
Follow Skill (Retaining Value): When attempting to change the skill resource
|
| 18 |
+
amount, it will only succeed if the player currently has a skill that requires this resource.
|
| 19 |
+
Otherwise, it will not take effect. When no skills require a certain skill resource, the
|
| 20 |
+
resource amount will be saved
|
| 21 |
+
Follow Skill (Not Retaining Value): Same rules as above, but when no skills require
|
| 22 |
+
a certain skill resource, the resource amount will be reset to zero
|
| 23 |
+
III. Modifying Skill Resources in Node Graphs
|
| 24 |
+
Concept Introduction
|
| 25 |
+
Advanced Concepts
|
| 26 |
+
Skills
|
| 27 |
+
Skill Resources
|
| 28 |
+
Skill Resource Name: Name of skill resource
|
| 29 |
+
|
| 30 |
+
Configuration ID: The unique identifier for the skill resource, which is required when
|
| 31 |
+
calling it from the Node Graph
|
| 32 |
+
|
| 33 |
+
Growth Type: The growth type determines the actual growth rules when external
|
| 34 |
+
logic attempts to increase the quantity of skill resources. Currently, three types are
|
| 35 |
+
supported
|
| 36 |
+
|
| 37 |
+
Maximum Obtainable Value: The maximum value of skill resources. The amount of
|
| 38 |
+
skill resources that a character can obtain cannot exceed this value
|
| 39 |
+
|
| 40 |
+
Reference Information: Indicates which skills reference this skill resource
|
| 41 |
+
|
| 42 |
+
Home
|
| 43 |
+
News
|
| 44 |
+
About Us
|
| 45 |
+
Careers
|
| 46 |
+
Business Affairs
|
| 47 |
+
Privacy Policy
|
| 48 |
+
Terms of Service
|
| 49 |
+
Help Center
|
| 50 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
| 51 |
+
General Guide
|
| 52 |
+
Tutorial
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh6fj30p2cmo.txt
ADDED
|
@@ -0,0 +1,70 @@
|
|
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|
|
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|
|
|
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|
|
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|
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|
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|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
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|
|
|
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|
|
|
|
|
|
|
|
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|
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|
|
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|
|
|
|
|
|
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|
|
|
|
|
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|
|
|
|
|
|
|
|
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|
|
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|
|
|
|
|
|
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|
|
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|
|
|
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|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
/
|
| 4 |
+
Copy and Paste Data
|
| 5 |
+
1. Feature Overview
|
| 6 |
+
This function is used to copy data from the specified content and stores it in an
|
| 7 |
+
independent clipboard (storing only one copy at maximum), which can then be used to
|
| 8 |
+
paste and replace data in target content. After data replacement, the ID remains
|
| 9 |
+
unchanged, not affecting node graph references, only replacing the functional data.
|
| 10 |
+
II. Usage Restrictions
|
| 11 |
+
1. Asset Types
|
| 12 |
+
Only applicable to objects and creations.
|
| 13 |
+
2. Use Units
|
| 14 |
+
Prefab data can only be pasted onto prefabs.
|
| 15 |
+
Entity data can only be pasted onto entities.
|
| 16 |
+
III. Copy and Paste Prefab Data
|
| 17 |
+
1. Entry Points
|
| 18 |
+
2. Functional Logic
|
| 19 |
+
Copy prefab data to the clipboard, which can then be pasted to other prefabs of the
|
| 20 |
+
same type to replace data of the target and associated entities.
|
| 21 |
+
3. Data Replacement
|
| 22 |
+
4. Operation Process
|
| 23 |
+
IV. Entity Data Copy and Paste
|
| 24 |
+
1. Entry Points
|
| 25 |
+
2. Functional Logic
|
| 26 |
+
Copy entity data to the clipboard and paste it to other entities of the same type to
|
| 27 |
+
replace their data.
|
| 28 |
+
3. Data Replacement
|
| 29 |
+
All data except name, GUID (identifier), and parent tab.
|
| 30 |
+
4. Operation Process
|
| 31 |
+
Load Optimization
|
| 32 |
+
Concept Introduction
|
| 33 |
+
Functions
|
| 34 |
+
Basic Information
|
| 35 |
+
Copy and Paste Data
|
| 36 |
+
Right-click the menu in the Prefab Library scene
|
| 37 |
+
|
| 38 |
+
Right-click the menu in the assets bar
|
| 39 |
+
|
| 40 |
+
Left-click the menu in the details bar
|
| 41 |
+
|
| 42 |
+
All data except name, prefab ID (identifier), and parent tab.
|
| 43 |
+
|
| 44 |
+
All data of the affiliated entities.
|
| 45 |
+
|
| 46 |
+
Select the prefab you want to copy, and click "Copy Prefab Data".
|
| 47 |
+
|
| 48 |
+
Select the prefab where you want to paste, click "Paste Prefab Data" to complete
|
| 49 |
+
the replacement.
|
| 50 |
+
|
| 51 |
+
Right-click the menu in the entity placement/prefab library scene
|
| 52 |
+
|
| 53 |
+
Left-click the menu in the details bar
|
| 54 |
+
|
| 55 |
+
Select the entity you want to copy, then click "Copy Entity Data".
|
| 56 |
+
|
| 57 |
+
Select the entity you want to paste, click to paste the entity data, and the
|
| 58 |
+
replacement is complete.
|
| 59 |
+
|
| 60 |
+
Home
|
| 61 |
+
News
|
| 62 |
+
About Us
|
| 63 |
+
Careers
|
| 64 |
+
Business Affairs
|
| 65 |
+
Privacy Policy
|
| 66 |
+
Terms of Service
|
| 67 |
+
Help Center
|
| 68 |
+
General Guide
|
| 69 |
+
Tutorial
|
| 70 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh6rh59iil2i.txt
ADDED
|
@@ -0,0 +1,190 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
Unit Status
|
| 4 |
+
I. Definition of Unit Status
|
| 5 |
+
Unit Status is a status management module for managing additional functions and
|
| 6 |
+
attributes of Entities during Stage runtime.
|
| 7 |
+
During Stage runtime, Entities can be applied with Unit Statuses. Each Unit Status must
|
| 8 |
+
have a defined Applier Entity.
|
| 9 |
+
Entities can dynamically hold multiple Unit Statuses. Each status has a defined Runtime
|
| 10 |
+
Duration that grants the Entity Additional Effects and Additional Node Graph
|
| 11 |
+
functionality. Statuses must be predefined at the editing time to be enabled during
|
| 12 |
+
runtime.
|
| 13 |
+
Each active Unit Status has independent Stack Layers, and some functions can scale
|
| 14 |
+
in real time with the number of stacks.
|
| 15 |
+
A Unit Status ends when its Runtime Duration expires or when all Stack Layers are
|
| 16 |
+
depleted.
|
| 17 |
+
1. Additional Effects
|
| 18 |
+
All Additional Effects come from the predefined Effect Pool, such as functional effects
|
| 19 |
+
like "Mount Looping Effects" or numerical effects like "Motion Speed Change".
|
| 20 |
+
Each Additional Effect has certain runtime limits on both its Effective Target and Effect
|
| 21 |
+
Intensity —
|
| 22 |
+
Effective Target: Each effect can only apply to one or several among "Characters",
|
| 23 |
+
"Creations", or "Objects". When a target entity tries to hold a Unit Status, if that status
|
| 24 |
+
includes an effect that cannot apply to the entity’s type, the entity will fail to acquire the
|
| 25 |
+
status. For example, the "Mount Screen Effect" is allowed only on "Characters", so any
|
| 26 |
+
status using this effect can only be applied to character entities.
|
| 27 |
+
Effect Intensity: An entity may receive multiple Additional Effects of the same type at
|
| 28 |
+
the same time, but the final effect cannot stack without limit — it is restricted to a valid
|
| 29 |
+
range. For example, with "Motion Speed Change", since the change cannot be less
|
| 30 |
+
than -40% or greater than 40%, whether an entity has one effect of +50% speed
|
| 31 |
+
change or five effects of +10% each, the final Motion Speed will never exceed 140%.
|
| 32 |
+
Additionally, some effects cannot coexist within the same Unit Status. For example, a
|
| 33 |
+
Unit Status can provide only one type of Elemental Effect. If multiple Mutually Exclusive
|
| 34 |
+
effects are configured, the last effect will take precedence.
|
| 35 |
+
2. Additional Node Graph
|
| 36 |
+
Each Unit Status can be related with a server Node Graph. When an Entity holds this
|
| 37 |
+
status, the Node Graph is synchronously added to the corresponding Entity, and it is
|
| 38 |
+
removed when the status ends.
|
| 39 |
+
The related Node Graph can only come from a Status Node Graph, where Composite
|
| 40 |
+
Nodes can still be used.
|
| 41 |
+
Unlike regular Node Graphs, if multiple Unit Statuses held by an Entity are related with
|
| 42 |
+
the same Node Graph, it is considered related only once, and the Node Graph will lose
|
| 43 |
+
relation only when the Entity has lost all related statuses.
|
| 44 |
+
II. Editing Unit Statuses
|
| 45 |
+
After entering the Combat Preset page, select the Unit Status bar, create management
|
| 46 |
+
Tabs as needed, and create the corresponding Unit Statuses within the Tabs.
|
| 47 |
+
Click the New Status, then click Confirm Create in the pop-up to create a new Unit
|
| 48 |
+
Status
|
| 49 |
+
1. Naming and Identification
|
| 50 |
+
Each predefined Unit Status Name must be globally unique. A globally unique Config
|
| 51 |
+
ID is automatically generated for it.
|
| 52 |
+
You can use the Copy button to quickly duplicate this Config ID.
|
| 53 |
+
You can also replace the Icon for each status.
|
| 54 |
+
2. Stacking Rules
|
| 55 |
+
When a status is stacked onto an existing one, detailed stacking rules must be defined.
|
| 56 |
+
Each time stacking occurs, the new status's stack layers count is added to the existing
|
| 57 |
+
status, but the total will not exceed the Maximum Stack Layers.
|
| 58 |
+
The maximum count of the stacks may vary depending on the situation.
|
| 59 |
+
When stacking may exceed the limit, you can choose whether to enable Overlapping
|
| 60 |
+
Data Update.
|
| 61 |
+
If updated, the overlapping data will sequentially replace the earliest existing stack data.
|
| 62 |
+
Otherwise, the overlapping data will be discarded.
|
| 63 |
+
If no change occurs to the stack data of the status, the stacking action is considered
|
| 64 |
+
invalid, and the application of the status is also invalid.
|
| 65 |
+
3. Timing Rules
|
| 66 |
+
Each active Unit Status may have a defined Life Cycle. When the Life Cycle is
|
| 67 |
+
exceeded, the status is automatically removed.
|
| 68 |
+
Enabling Infinite Duration prevents the status from being removed when its Life Cycle
|
| 69 |
+
expires, and any updates to the status will no longer affect its Initial Runtime Duration.
|
| 70 |
+
If the Initial Runtime Duration of a status is finite, when an Entity gains a new status,
|
| 71 |
+
that status's Life Cycle is set to its Initial Runtime Duration.
|
| 72 |
+
If the Initial Runtime Duration is finite, you can enableStack Shared Duration.
|
| 73 |
+
When disabled, each stack calculates its Runtime Duration independently. Once a
|
| 74 |
+
stack exceeds its Runtime Duration, it is automatically removed, reducing the
|
| 75 |
+
corresponding Stack Layers of the status
|
| 76 |
+
Stack Layers Count.
|
| 77 |
+
In this case, the Maximum Stack Layers count is 10.
|
| 78 |
+
When enabled, all stacks are removed together once the status exceeds its duration.
|
| 79 |
+
However, each time a new stack is applied, the status's Time Remaining may be
|
| 80 |
+
extended based on specific rules.
|
| 81 |
+
Each time a new stack is applied, the current Time Remaining of the status may be
|
| 82 |
+
increased by an Extended Duration.
|
| 83 |
+
When Maximum Extended Duration Limit is enabled, the extended Time Remaining
|
| 84 |
+
cannot exceed the Maximum Duration, even if the original Time Remaining was greater.
|
| 85 |
+
In this case, the Maximum Stack Layers count is 1000.
|
| 86 |
+
4. Related Node Graph
|
| 87 |
+
The Status Node Graph related with an Entity while it holds a status.
|
| 88 |
+
5. Status Coexistence
|
| 89 |
+
When the same Unit Status is repeatedly applied to an Entity, different handling can be
|
| 90 |
+
configured based on the Applier Entity, and the most recent update time is recorded.
|
| 91 |
+
The same Applier cannot apply two instances of the same‑name Unit Status to a Target
|
| 92 |
+
Entity; instead, it is added to the already applied status.
|
| 93 |
+
When different Appliers apply the same Unit Status to a Target Entity, you must decide
|
| 94 |
+
whether these statuses can stack from different Applier sources:
|
| 95 |
+
If stackable, then after the stacking action is successfully completed, you can enable
|
| 96 |
+
Record Latest Applier.
|
| 97 |
+
If stacking is not allowed, set a Coexistence Limit for this status from different Appliers.
|
| 98 |
+
When the Coexistence Limit is reached, define a Same Name Status Update Strategy
|
| 99 |
+
to determine how new applications are handled:
|
| 100 |
+
Cannot Update — the status application fails and the action is terminated.
|
| 101 |
+
Minimum Time Remaining — remove the status with the shortest Time Remaining, then
|
| 102 |
+
apply the new one.
|
| 103 |
+
Earliest Update Time — removes the status with the earliest last update time, then
|
| 104 |
+
applies the new status. If the status has not been re-applied, its first application time is
|
| 105 |
+
used.
|
| 106 |
+
Earliest Application Time — remove the status applied earliest, even if its Time
|
| 107 |
+
Remaining is not the shortest, then apply the new one.
|
| 108 |
+
6. Yielding and Replacement
|
| 109 |
+
When applying a status, the Yielding Status List may affect the outcome of the
|
| 110 |
+
application, and the Replacement Status List may affect the statuses held by the target
|
| 111 |
+
Entity.
|
| 112 |
+
If the target already holds any Unit Status from the Yielding Status List, the application
|
| 113 |
+
is immediately terminated and fails.
|
| 114 |
+
If the target already holds any Unit Status from the Replacement Status List, all
|
| 115 |
+
corresponding statuses are removed before the new status is applied.
|
| 116 |
+
III. Unit Status Execution
|
| 117 |
+
1. Apply via Component
|
| 118 |
+
If a preset Unit Status is configured in the target Entity's Unit Status Component, the
|
| 119 |
+
corresponding status is applied by the Stage Entity when the Entity is created.
|
| 120 |
+
The Stack Layers Count for the status can be configured in the component, and
|
| 121 |
+
statuses are applied in the top-to-bottom order of the configuration.
|
| 122 |
+
The same status can only be applied once within the component.
|
| 123 |
+
For details, please refer to Unit Statuses
|
| 124 |
+
2. Manage with Server Nodes
|
| 125 |
+
When both the Applier Entity and the Target Entity are present, the system attempts to
|
| 126 |
+
apply the corresponding Unit Status to the target and returns one of the following results:
|
| 127 |
+
Failed: Unexpected error — failure due to special cases, such as the Applier or Target
|
| 128 |
+
not being present in the scene
|
| 129 |
+
Failed: Operation paused for another process — the target already holds one or more
|
| 130 |
+
statuses from the Yielding Status List; the application does not proceed
|
| 131 |
+
Failed: Maximum coexistence limit reached — the target has already reached the
|
| 132 |
+
coexistence limit for statuses from other Appliers, and replacement is not allowed
|
| 133 |
+
Failed: Unable to add additional stack — when attaching to the target's existing status,
|
| 134 |
+
all stacks are full and updates are not accepted
|
| 135 |
+
Success: New status applied — a new status is applied to the target
|
| 136 |
+
Success: Slot stacking — an existing status on the target is updated
|
| 137 |
+
When the Remover Entity is present, the system attempts to remove the corresponding
|
| 138 |
+
status from the Target Entity.
|
| 139 |
+
When the removal target holds one or more coexisting statuses, you can choose:
|
| 140 |
+
All Coexisting Statuses With the Same Name — regardless of whether the Applier is
|
| 141 |
+
self, all statuses with the same name held by the target are removed
|
| 142 |
+
Status With Fastest Stack Loss — if stacks are timed independently, remove the status
|
| 143 |
+
whose first stack has the shortest Time Remaining; if stacks are not timed
|
| 144 |
+
independently, remove the status with the shortest Time Remaining
|
| 145 |
+
(Not available) statuses applied by self — if the target holds a status whose Applier
|
| 146 |
+
matches self, remove it
|
| 147 |
+
When the target entity gains a new unit status or an existing unit status is updated, this
|
| 148 |
+
event will be triggered.
|
| 149 |
+
When the Target Entity loses an existing Unit Status, this Event is dispatched.
|
| 150 |
+
If multiple coexisting statuses on the target are removed, the same number of Events is
|
| 151 |
+
received.
|
| 152 |
+
Removal reasons include:
|
| 153 |
+
Replaced by other Unit Status — a new status was applied, replacing this status
|
| 154 |
+
Duration exceeded — the status exceeded its Initial Runtime Duration, or all stacks
|
| 155 |
+
exceeded their Initial Runtime Duration and ended naturally
|
| 156 |
+
Dispelled — the status was forcibly terminated by a Skill, an Ability Unit, or a fully
|
| 157 |
+
reacted Element
|
| 158 |
+
Status expired — the status removed itself because some of its effects ended
|
| 159 |
+
Class changed — the Player switched Class, removing statuses attached to the
|
| 160 |
+
previous Class
|
| 161 |
+
You can search whether the Target Entity present in the scene already holds a given
|
| 162 |
+
Unit Status
|
| 163 |
+
3. Manage with Ability Units
|
| 164 |
+
Add or remove specified Unit Statuses in the Local Projectile's Ability Unit.
|
| 165 |
+
When the Local Projectile hits the Target, use the Ability Unit to add or remove Unit
|
| 166 |
+
Statuses on the Target
|
| 167 |
+
For details, see Ability Units
|
| 168 |
+
4. Manage with Skill Node Graphs
|
| 169 |
+
When both the Applier Entity and the Target Entity are present, attempt to apply the
|
| 170 |
+
corresponding Unit Status to the Target, but the final result cannot be determined.
|
| 171 |
+
Regardless of whether the Remover Entity is present, attempt to remove the
|
| 172 |
+
corresponding Unit Status from the Target. If the Remover Entity is not present, the
|
| 173 |
+
removal is treated as source-less.
|
| 174 |
+
Regardless of the Applier, all statuses with the same Config ID are removed.
|
| 175 |
+
Classes
|
| 176 |
+
Preset Points
|
| 177 |
+
Concept Introduction
|
| 178 |
+
Advanced Concepts
|
| 179 |
+
Unit Status
|
| 180 |
+
Home
|
| 181 |
+
News
|
| 182 |
+
About Us
|
| 183 |
+
Careers
|
| 184 |
+
Business Affairs
|
| 185 |
+
Privacy Policy
|
| 186 |
+
Terms of Service
|
| 187 |
+
Help Center
|
| 188 |
+
General Guide
|
| 189 |
+
Tutorial
|
| 190 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh8w69rzuc3i.txt
ADDED
|
@@ -0,0 +1,110 @@
|
|
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|
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|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
/
|
| 4 |
+
Collision Trigger
|
| 5 |
+
I. Functions of Collision Trigger Component
|
| 6 |
+
The collision trigger component provides a detection range for collision detection during
|
| 7 |
+
stage runtime and serves as a tool for contact determination.
|
| 8 |
+
The collision trigger component supports multiple collision triggers to be active
|
| 9 |
+
simultaneously.
|
| 10 |
+
1. Collision Detection between Collision Triggers and
|
| 11 |
+
Collision Trigger Source
|
| 12 |
+
During stage runtime, the "Collision Trigger" continuously monitors other entities
|
| 13 |
+
carrying "Collision Trigger Source Components."
|
| 14 |
+
When the runtime entity's "Collision Trigger Source" enters or exits the range of another
|
| 15 |
+
entity with a "Collision Trigger Component," a collision between the two component
|
| 16 |
+
ranges will send a node graph event to the entity configured with the "Collision Trigger."
|
| 17 |
+
This type of collision does not create physical collision barriers.
|
| 18 |
+
When a "Collision Trigger Source" collides with different "Collision Triggers," the collision
|
| 19 |
+
detection between them is calculated independently
|
| 20 |
+
Example: When a "Collision Trigger Source" collides with "Collision Trigger 1" and
|
| 21 |
+
"Collision Trigger 2," node graph events will be sent separately without affecting each
|
| 22 |
+
other
|
| 23 |
+
2. Collision Trigger Source Components
|
| 24 |
+
Collision Trigger Source
|
| 25 |
+
II. Editing Collision Trigger Components
|
| 26 |
+
1. Add Components
|
| 27 |
+
(1) In the entity/prefab editing interface, open the Editing Components tab
|
| 28 |
+
(2) Click "Add Common Components" below, select and click "Collision Trigger" to add it
|
| 29 |
+
(3) Click "Advanced Editing" to expand the editing tab
|
| 30 |
+
2. Editing Collision Trigger Components
|
| 31 |
+
Configuration Parameters
|
| 32 |
+
Description
|
| 33 |
+
Initially Effective Trigger
|
| 34 |
+
Enumerates the collision triggers that are effective by defa
|
| 35 |
+
runtime
|
| 36 |
+
Supports editing of the trigger's default effective state by u
|
| 37 |
+
arrow to adjust the enumeration checkbox after the trigger.
|
| 38 |
+
state will be synchronized to the corresponding trigger's "A
|
| 39 |
+
*Trigger List
|
| 40 |
+
Enumerates all collision triggers configured for the entities
|
| 41 |
+
3. Editing Collision Triggers
|
| 42 |
+
In the stage editor window, the entity will display the range of the currently selected
|
| 43 |
+
collision trigger.
|
| 44 |
+
(1) Collision Trigger Group
|
| 45 |
+
(2) Basic Information of Collision Trigger
|
| 46 |
+
Configuration Parameters
|
| 47 |
+
Description
|
| 48 |
+
Initially Effective
|
| 49 |
+
If enabled, the collision trigger takes effect immediately upo
|
| 50 |
+
Effective Target
|
| 51 |
+
Collision trigger source detection only applies to the config
|
| 52 |
+
Provides enums for characters, objects, and creations
|
| 53 |
+
(3) Collision Trigger Range
|
| 54 |
+
Click "Add Trigger Area" to add new trigger areas. The ranges under the same collision
|
| 55 |
+
trigger will be merged and take effect as a combined range
|
| 56 |
+
Configuration Parameters
|
| 57 |
+
Description
|
| 58 |
+
Trigger Area Shape
|
| 59 |
+
Supports cuboid, sphere, and capsule shapes. Different siz
|
| 60 |
+
parameters will be displayed based on the selected shape
|
| 61 |
+
Center
|
| 62 |
+
Offset relative to the entity/prefab center
|
| 63 |
+
Rotation
|
| 64 |
+
Supports orientation adjustment along different axes based
|
| 65 |
+
position
|
| 66 |
+
Zoom Multiplier
|
| 67 |
+
The trigger area's shape supports defining scaling along di
|
| 68 |
+
III. Managing Collision Triggers Through Node
|
| 69 |
+
Graph
|
| 70 |
+
You can manage the collision trigger for runtime entities via the node graph during its
|
| 71 |
+
runtime
|
| 72 |
+
The "Collision Trigger Source" range of a runtime entity enters the "Collision
|
| 73 |
+
Trigger" range of another runtime entity.
|
| 74 |
+
Node graph events will be sent to the entity configured with "Collision Trigger"
|
| 75 |
+
The "Collision Trigger Source" range of a runtime entity exits the "Collision Trigger"
|
| 76 |
+
range of another runtime entity.
|
| 77 |
+
Node graph events will be sent to the entity configured with "Collision Trigger"
|
| 78 |
+
The "Collision Trigger" component function supports dynamic adjustment of the
|
| 79 |
+
activation parameter through node graphs
|
| 80 |
+
Basic Motion Device
|
| 81 |
+
Custom Variables
|
| 82 |
+
Concept Introduction
|
| 83 |
+
Functions
|
| 84 |
+
Common Components
|
| 85 |
+
Collision Trigger
|
| 86 |
+
Enumerate all predefined collision triggers for this entity
|
| 87 |
+
|
| 88 |
+
Click
|
| 89 |
+
to add a collision trigger
|
| 90 |
+
|
| 91 |
+
"ID: X", where X is the "Trigger ID", serves as a node input that allows you to
|
| 92 |
+
adjust the collision trigger parameters
|
| 93 |
+
|
| 94 |
+
When Entering Collision Trigger
|
| 95 |
+
|
| 96 |
+
When Exiting Collision Trigger
|
| 97 |
+
|
| 98 |
+
Activate/Disable Collision Trigger
|
| 99 |
+
|
| 100 |
+
Home
|
| 101 |
+
News
|
| 102 |
+
About Us
|
| 103 |
+
Careers
|
| 104 |
+
Business Affairs
|
| 105 |
+
Privacy Policy
|
| 106 |
+
Terms of Service
|
| 107 |
+
Help Center
|
| 108 |
+
General Guide
|
| 109 |
+
Tutorial
|
| 110 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mh9fj3rudd9q.txt
ADDED
|
@@ -0,0 +1,153 @@
|
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|
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|
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|
|
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|
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|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
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|
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|
|
|
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|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
Multiplayer Test Play
|
| 3 |
+
I. Function Overview
|
| 4 |
+
This feature simulates multiplayer scenarios in edited stages to quickly validate stage
|
| 5 |
+
effects.
|
| 6 |
+
II. Function Entry Point
|
| 7 |
+
System Menu — Multiplayer Test Play
|
| 8 |
+
III. Multiplayer Test Play Room
|
| 9 |
+
After clicking [Multiplayer Test Play] (see above), the initialization runs (required checks
|
| 10 |
+
and stage upload). When complete, you enter the Multiplayer Test Play Room interface.
|
| 11 |
+
Note: Each Multiplayer Test Play loads the most recently uploaded Saving. If you edit
|
| 12 |
+
the stage, manually update the stage before playing the latest changes.
|
| 13 |
+
1. Room Functions
|
| 14 |
+
(1) Waiting Area
|
| 15 |
+
Players who join the Test Play Room are placed in the first available Waiting Area seat.
|
| 16 |
+
Players in the Waiting Area do not join subsequently started playtests. They can switch
|
| 17 |
+
areas and seats by clicking any open seat in the [Waiting Area] or [Preparation Area].
|
| 18 |
+
Invited Players
|
| 19 |
+
Invited Players can switch seats in the following two ways:
|
| 20 |
+
(2) Preparation Area
|
| 21 |
+
Holds all players who intend to participate in Test Play. Invited Players download the
|
| 22 |
+
stage here and get ready to play.
|
| 23 |
+
Preparation Area: Loads [Stage Settings] -> [Player Count Settings] (player count,
|
| 24 |
+
groups).
|
| 25 |
+
Invited Players
|
| 26 |
+
While in the Preparation Area, Invited Players click the [Ready] button (bottom-right) to
|
| 27 |
+
signal readiness to play the stage
|
| 28 |
+
After clicking Ready, the stage download starts; when complete, the player enters the
|
| 29 |
+
Ready state.
|
| 30 |
+
Note: When the host starts the game, any player in the Preparation Area who is not in
|
| 31 |
+
the Ready state is moved to the Waiting Area.
|
| 32 |
+
(3) Player Invitation
|
| 33 |
+
After the host clicks [Invite], the [Invite Players] panel opens on the right with three
|
| 34 |
+
sections: [Search Invitation], [Today's Invites], and [Friends].
|
| 35 |
+
Search for players by UID. After searching, send an invite with the [Invite] button; once
|
| 36 |
+
accepted, the player joins the Test Play Room.
|
| 37 |
+
Switch to this tab to view players invited today. Use the Invite button to invite them
|
| 38 |
+
again.
|
| 39 |
+
View your account's friend list on this tab; click a friend's Invite button to send a Test
|
| 40 |
+
Play invite.
|
| 41 |
+
Invited Players
|
| 42 |
+
Players have 15 seconds to respond to a Multiplayer Test Play invite; if they do not
|
| 43 |
+
respond in time, the invite is automatically declined.
|
| 44 |
+
Invitation Limits
|
| 45 |
+
(4) Start Test Play
|
| 46 |
+
The host can start Test Play with the [Start Game] button (bottom-right). After Test Play
|
| 47 |
+
begins, all seats in the Preparation Area become non-joinable and non-clickable; players
|
| 48 |
+
who entered Test Play switch to the In-Game status, and the Cosmetic Display phase
|
| 49 |
+
starts.
|
| 50 |
+
Note: Even if the host is not in the Preparation Area, Multiplayer Test Play can be
|
| 51 |
+
started as long as the stage meets the required conditions (player count, groups, etc.).
|
| 52 |
+
The host does not need to participate in the Multiplayer Test Play.
|
| 53 |
+
If invited players are in the Preparation Area but not yet Ready, clicking [Start Game]
|
| 54 |
+
prompts the host for confirmation. If confirmed, all players not in the Ready state are
|
| 55 |
+
moved to the Waiting Area.
|
| 56 |
+
2. Test Play Settings
|
| 57 |
+
(1) Update Stage
|
| 58 |
+
Click to upload the most recently edited stage to the Multiplayer Test Play Room. This
|
| 59 |
+
action moves all players to the Waiting Area, and they must get Ready again.
|
| 60 |
+
(2) Generate Test Play Report
|
| 61 |
+
After enabling, all players participating in Test Play automatically generate a local report
|
| 62 |
+
at the end of Test Play for viewing the Load Calculation Function . Creators can import
|
| 63 |
+
these reports to review each player's Dynamic Load for the session.
|
| 64 |
+
Storage path: C:\Users\%USERPROFILE%\AppData\LocalLow\miHoYo\Genshin
|
| 65 |
+
Impact\BeyondLocal\(Player UID)\Beyond_Performance_Report
|
| 66 |
+
(3) Character Display Settings
|
| 67 |
+
When enabled, players entering a stage go through the Cosmetic Display phase, then
|
| 68 |
+
proceed to the Loading Interface.
|
| 69 |
+
(4) Enable Settlement
|
| 70 |
+
To speed up testing and reduce steps, disable settlement-related steps via [Enable Test
|
| 71 |
+
Play Settlement] under [Multiplayer Test Play].
|
| 72 |
+
(5) Test Play Manekin
|
| 73 |
+
Before starting a test play, creators can use [Test Play Manekin] in [Test Play Options]
|
| 74 |
+
to set which Manekin body type is used.
|
| 75 |
+
(6) Test Play Data Settings
|
| 76 |
+
Before test play starts, the host can configure per-seat data via the [Settings] button at
|
| 77 |
+
the top-right of each seat.
|
| 78 |
+
Note: These settings are bound to the seat. Any player occupying that seat uses the
|
| 79 |
+
same settings.
|
| 80 |
+
(7) Test Play Player Management
|
| 81 |
+
During Multiplayer Test Play, the host can remove invited players or move them to the
|
| 82 |
+
Waiting Area using the button at the top-right.
|
| 83 |
+
The host can remove a player from the Test Play Room. After successful removal, the
|
| 84 |
+
player returns to their pre-invitation location.
|
| 85 |
+
Removal restriction: If a player is currently in Test Play, they are removed after their
|
| 86 |
+
Test Play ends.
|
| 87 |
+
The host can move a player to an empty seat in the Waiting Area via [Move to Waiting
|
| 88 |
+
Area].
|
| 89 |
+
(8) Disbanding the Room
|
| 90 |
+
The host can disband the Multiplayer Test Play Room using [Dismiss]. After disbanding,
|
| 91 |
+
all players return to their location prior to joining the room.
|
| 92 |
+
(9) Room Collapse
|
| 93 |
+
The host can collapse the interface to the top Menu Bar with the [Collapse] button (top-
|
| 94 |
+
right) and return to the editing interface. Note: The Multiplayer Test Play Room remains
|
| 95 |
+
active; invited players stay in the room.
|
| 96 |
+
IV. In-Game Controls for Multiplayer Playtest
|
| 97 |
+
The host can perform these actions: Retry Challenge, End Test Play.
|
| 98 |
+
Invited Players can perform this action: End Test Play.
|
| 99 |
+
1. Exit Button
|
| 100 |
+
While in playtest, open the [Test Play Controls] panel via the top-left button or the Esc
|
| 101 |
+
hotkey.
|
| 102 |
+
2. Test Play Controls
|
| 103 |
+
(1) Retry Challenge
|
| 104 |
+
After clicking [Retry Challenge], all startup steps from the Cosmetic Display phase are
|
| 105 |
+
re-run; when complete, a new playtest session starts.
|
| 106 |
+
Note 1: If an exception prevents immediate restart, exit Test Play and start the Test Play
|
| 107 |
+
flow again.
|
| 108 |
+
Note 2: In Multiplayer Test Play, if any player exits the current session early, Retry
|
| 109 |
+
Challenge cannot be executed.
|
| 110 |
+
Note 3: During Multiplayer Test Play, only the host can use Retry Challenge.
|
| 111 |
+
(2) Abandon Challenge
|
| 112 |
+
Click to end the current Test Play immediately and trigger the corresponding non-
|
| 113 |
+
standard settlement result.
|
| 114 |
+
V. Multiplayer Test Play Settlement
|
| 115 |
+
When Test Play ends, the settlement flow runs and displays results according to the
|
| 116 |
+
stage's settlement settings.
|
| 117 |
+
Creators (Craftspeople) can configure these settings in [Settlement] under [Stage
|
| 118 |
+
Settings].
|
| 119 |
+
Test Play
|
| 120 |
+
Miliastra Sandbox
|
| 121 |
+
Interface Guide
|
| 122 |
+
Multiplayer Test Play
|
| 123 |
+
Click [Join Preparation Area] to take a remaining seat in the Preparation Area.
|
| 124 |
+
|
| 125 |
+
Click an empty seat to switch.
|
| 126 |
+
|
| 127 |
+
Search Invitation
|
| 128 |
+
|
| 129 |
+
Today's Invites
|
| 130 |
+
|
| 131 |
+
Friends
|
| 132 |
+
|
| 133 |
+
Invitation Limit: You can invite up to 16 players per day for Test Play. [Today's
|
| 134 |
+
Invites] resets at midnight.
|
| 135 |
+
|
| 136 |
+
Invited Players: Players currently in a Stage, Domain, or Editing cannot receive Test
|
| 137 |
+
Play invites.
|
| 138 |
+
|
| 139 |
+
Remove Player
|
| 140 |
+
|
| 141 |
+
Move to Waiting Area
|
| 142 |
+
|
| 143 |
+
Home
|
| 144 |
+
News
|
| 145 |
+
About Us
|
| 146 |
+
Careers
|
| 147 |
+
Business Affairs
|
| 148 |
+
Privacy Policy
|
| 149 |
+
Terms of Service
|
| 150 |
+
Help Center
|
| 151 |
+
General Guide
|
| 152 |
+
Tutorial
|
| 153 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mha42r0cwx74.txt
ADDED
|
@@ -0,0 +1,55 @@
|
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|
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|
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|
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|
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
/
|
| 4 |
+
Combat Settings
|
| 5 |
+
I. What are Combat Settings
|
| 6 |
+
Provides more detailed configuration for custom combat gameplay, enabling players to
|
| 7 |
+
configure attack and hit response settings
|
| 8 |
+
II. Editing Combat Settings
|
| 9 |
+
In the Specialized Settings tab, click Advanced Editing to enter the entity's combat
|
| 10 |
+
settings
|
| 11 |
+
Configuration Parameters
|
| 12 |
+
Description
|
| 13 |
+
Cannot Be Affected by
|
| 14 |
+
Elemental Effects
|
| 15 |
+
Configure whether this object can be affected by elementa
|
| 16 |
+
Cannot Be Targeted
|
| 17 |
+
Configures whether any function that targets and locks this
|
| 18 |
+
effect
|
| 19 |
+
Hit Effect
|
| 20 |
+
Configures special effect to play when the object is attacke
|
| 21 |
+
Knockdown Effect
|
| 22 |
+
Configures special effect to play when the object is destroy
|
| 23 |
+
The hit effects and knockdown effects can be further configured on the Edit Details tab
|
| 24 |
+
Effect Configuration
|
| 25 |
+
Parameters
|
| 26 |
+
Description
|
| 27 |
+
VFX Asset Type
|
| 28 |
+
Only Timed Effects can be selected
|
| 29 |
+
For effect-related assets, see Special Effects
|
| 30 |
+
Special Effects Assets
|
| 31 |
+
You can select Special Effects Assets. After selecting a Sp
|
| 32 |
+
you can preview it in the scene
|
| 33 |
+
Zoom Factor
|
| 34 |
+
Zoom factor of the effect
|
| 35 |
+
Offset
|
| 36 |
+
Specified Relative Position
|
| 37 |
+
Rotation
|
| 38 |
+
Specifies the rotation information of the special effect
|
| 39 |
+
Hurtbox Settings
|
| 40 |
+
Ability Units
|
| 41 |
+
Concept Introduction
|
| 42 |
+
Functions
|
| 43 |
+
Specialized Settings
|
| 44 |
+
Combat Settings
|
| 45 |
+
Home
|
| 46 |
+
News
|
| 47 |
+
About Us
|
| 48 |
+
Careers
|
| 49 |
+
Business Affairs
|
| 50 |
+
Privacy Policy
|
| 51 |
+
Terms of Service
|
| 52 |
+
Help Center
|
| 53 |
+
General Guide
|
| 54 |
+
Tutorial
|
| 55 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhaneb9qnvay.txt
ADDED
|
@@ -0,0 +1,77 @@
|
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|
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|
|
|
|
|
|
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|
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|
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|
|
|
|
|
|
|
|
|
|
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|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
Text Chat
|
| 4 |
+
I. Text Chat Features
|
| 5 |
+
The text chat management provides gameplay-oriented chat features, supporting the
|
| 6 |
+
configuration of multiple exclusive chat channels for different players or factions based
|
| 7 |
+
on gameplay needs.
|
| 8 |
+
The same player can send messages in different chat channels simultaneously.
|
| 9 |
+
Supports real-time management of player chat channel permissions through node
|
| 10 |
+
graphs.
|
| 11 |
+
II. Text Chat Function Management
|
| 12 |
+
You can manage the current level's chat channel through [System Menu] > [Manage
|
| 13 |
+
Text Chat]
|
| 14 |
+
Controls whether text chat functionality is enabled in the current level
|
| 15 |
+
III. Text Chat Channel Editing
|
| 16 |
+
Click the [Add Channel] button to add new chat channels
|
| 17 |
+
The stage comes with a default global channel that applies to all players. While its
|
| 18 |
+
configuration and name can be modified, it cannot be deleted.
|
| 19 |
+
Press the icon to rename or delete the channel
|
| 20 |
+
Parameter
|
| 21 |
+
Description
|
| 22 |
+
Index
|
| 23 |
+
The unique identifier corresponding to the chat ch
|
| 24 |
+
Initially Effective
|
| 25 |
+
Controls the channel's activation status at the beg
|
| 26 |
+
Channel Application Method
|
| 27 |
+
Supports application by player/by faction
|
| 28 |
+
When the channel is applied by faction, chat cha
|
| 29 |
+
Apply to Player/Team
|
| 30 |
+
Controls the initial coverage of the channel in the
|
| 31 |
+
Display Priority
|
| 32 |
+
Controls the display order of channels in the leve
|
| 33 |
+
Select Icon
|
| 34 |
+
Controls the icon and color of the channel in the
|
| 35 |
+
Control quick chat messages for corresponding channels within the level Click
|
| 36 |
+
to add quick text, click
|
| 37 |
+
to delete text. At least 1 default text
|
| 38 |
+
must be kept
|
| 39 |
+
The corresponding in-game runtime display is shown in the figure below:
|
| 40 |
+
IV. Controlling Text Chat Channels with Node
|
| 41 |
+
Graph
|
| 42 |
+
Input a list of player-specific channel indices through the node graph to override the
|
| 43 |
+
active channels for target players
|
| 44 |
+
The node graph can control all text chat channel switches in the current level.
|
| 45 |
+
Enabling/disabling will affect all corresponding objects in that channel
|
| 46 |
+
Through node graph input, specific players can be kicked out of or added into
|
| 47 |
+
player-divided channels
|
| 48 |
+
Multi-language Text
|
| 49 |
+
Background Music
|
| 50 |
+
Concept Introduction
|
| 51 |
+
Other Concepts
|
| 52 |
+
Text Chat
|
| 53 |
+
Global Settings:
|
| 54 |
+
|
| 55 |
+
Add Chat Channel
|
| 56 |
+
|
| 57 |
+
Basic Information
|
| 58 |
+
|
| 59 |
+
Quick Message
|
| 60 |
+
|
| 61 |
+
Set Player's Current Channel
|
| 62 |
+
|
| 63 |
+
Set Chat Channel Switch
|
| 64 |
+
|
| 65 |
+
Modify Player Channel Permission
|
| 66 |
+
|
| 67 |
+
Home
|
| 68 |
+
News
|
| 69 |
+
About Us
|
| 70 |
+
Careers
|
| 71 |
+
Business Affairs
|
| 72 |
+
Privacy Policy
|
| 73 |
+
Terms of Service
|
| 74 |
+
Help Center
|
| 75 |
+
General Guide
|
| 76 |
+
Tutorial
|
| 77 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhaqt9rgqv4u.txt
ADDED
|
@@ -0,0 +1,83 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
/
|
| 4 |
+
Projectile Motion Device
|
| 5 |
+
I. Functions of Projectile Motion Device
|
| 6 |
+
Component
|
| 7 |
+
The Projectile Motion Device component enables entities to perform complex movements
|
| 8 |
+
Only one projectile motion device can be active on a component at a time
|
| 9 |
+
The position of the projectile motion device may vary at each end, therefore it is
|
| 10 |
+
recommended for use with projectiles or motion-based effects
|
| 11 |
+
If a disconnection or reconnection occurs, the projectile motion device's position may
|
| 12 |
+
reset
|
| 13 |
+
II. Add Projectile Motion Devices
|
| 14 |
+
(1) In the entity/prefab editing interface, open the Editing Components tab
|
| 15 |
+
(2) Click "Add Common Components" below, select and click "Projectile Motion Device"
|
| 16 |
+
to add it
|
| 17 |
+
(3) Click "Advanced Editing" to expand the editing tab
|
| 18 |
+
III. Projectile Motion Device Types
|
| 19 |
+
The Projectile Motion Device currently supports four types
|
| 20 |
+
1. Linear Projectile
|
| 21 |
+
Initial Speed: The velocity direction when the component gets initialized
|
| 22 |
+
Speed: Speed value
|
| 23 |
+
Acceleration: The increase in velocity per second
|
| 24 |
+
Acceleration Duration: The duration for which the acceleration rate takes effect
|
| 25 |
+
Ground Hugging Movement: Whether the movement is attached to the ground
|
| 26 |
+
2. Parabolic Projectile
|
| 27 |
+
Initial Speed: The velocity direction when the component gets initialized
|
| 28 |
+
Speed: Speed value
|
| 29 |
+
Gravitational Acceleration: Vertical downward direction, speed increase value per second
|
| 30 |
+
3. Tracking Projectile
|
| 31 |
+
Tracking Object: The target to track.
|
| 32 |
+
Track Target Attachment Point: Tracks attachment point on the target.
|
| 33 |
+
Initial Speed: The velocity direction when the component gets initialized
|
| 34 |
+
Speed: Speed value
|
| 35 |
+
Acceleration: The increase in velocity per second
|
| 36 |
+
Acceleration Duration: The duration for which the acceleration rate takes effect
|
| 37 |
+
Tracking Angular Velocity: The projectile will turn towards the tracking target at the
|
| 38 |
+
specified tracking angular velocity from its initial direction. If this value is small, the
|
| 39 |
+
projectile may not be able to hit the target directly due to the slow turning speed.
|
| 40 |
+
Tracking Final Phase: This can be set to one of three types:
|
| 41 |
+
None: No final stage settings. After reaching the tracking target, the projectile will
|
| 42 |
+
continue to attempt to track the target, which may cause it to oscillate around the target.
|
| 43 |
+
Cancel Tracking: When the projectile is within a certain range of the tracking target
|
| 44 |
+
(configured by Stop Tracking Range), it will stop the tracking function and continue in a
|
| 45 |
+
straight line with the direction it had at that moment. This means the tracking projectile
|
| 46 |
+
will not hit the target directly. It can be used to create projectiles that players can dodge
|
| 47 |
+
by moving.
|
| 48 |
+
Stop Tracking Range: Configures the distance from the tracking target at which the
|
| 49 |
+
tracking will stop.
|
| 50 |
+
Adsorption Tracking: When the projectile is within a certain range of the tracking target
|
| 51 |
+
(configured by Adsorption Range), it will try to attach to the target over a fixed period
|
| 52 |
+
(Adsorption Time). After this period, it will move stably with the target. Common tracking
|
| 53 |
+
projectiles can use this configuration.
|
| 54 |
+
Adsorption Range: The distance from the tracking target at which the projectile will start
|
| 55 |
+
to attract.
|
| 56 |
+
Adsorption Time: The fixed time it takes for the projectile to attach to the tracking target
|
| 57 |
+
and then move stably with it.
|
| 58 |
+
4. Radial Fire
|
| 59 |
+
Around Object: The object to orbit around.
|
| 60 |
+
Track Target Attachment Point: Which attachment point on the circular motion target.
|
| 61 |
+
Rotate Clockwise: When enabled, the object rotates clockwise; when disabled, it rotates
|
| 62 |
+
counterclockwise.
|
| 63 |
+
Circumradius: The radius of the circular motion.
|
| 64 |
+
Angular Velocity: The angular velocity of the circular motion.
|
| 65 |
+
IV. Node Graph Related
|
| 66 |
+
Create Projectile
|
| 67 |
+
Custom Variables
|
| 68 |
+
Character Disruptor Device
|
| 69 |
+
Concept Introduction
|
| 70 |
+
Functions
|
| 71 |
+
Common Components
|
| 72 |
+
Projectile Motion Device
|
| 73 |
+
Home
|
| 74 |
+
News
|
| 75 |
+
About Us
|
| 76 |
+
Careers
|
| 77 |
+
Business Affairs
|
| 78 |
+
Privacy Policy
|
| 79 |
+
Terms of Service
|
| 80 |
+
Help Center
|
| 81 |
+
General Guide
|
| 82 |
+
Tutorial
|
| 83 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhawd6rl5kpy.txt
ADDED
|
@@ -0,0 +1,123 @@
|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
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|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
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|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
/
|
| 4 |
+
Global Timer
|
| 5 |
+
I. Global Timer Component Functions
|
| 6 |
+
The global timer component provides timing capabilities. It supports pausing, restarting,
|
| 7 |
+
and modifying timers, and can synchronize with UI controls to display the timer's time.
|
| 8 |
+
The global timer supports configuring multiple sets of static timer data.
|
| 9 |
+
Global timers run independently on different active entities.
|
| 10 |
+
II. How to Use Global Timers
|
| 11 |
+
There are two ways to use the global timer:
|
| 12 |
+
1. The entity editing component can have a reference timer set, which will be activated
|
| 13 |
+
when the entity is created.
|
| 14 |
+
2. A node graph execution node can activate the timer when it is executed..
|
| 15 |
+
III. Global Timer Management Tool
|
| 16 |
+
You can predefine all global timers via the timer management tool.
|
| 17 |
+
Enumerates all predefined global timers in the current stage.
|
| 18 |
+
IV. Editing Global Timers
|
| 19 |
+
Use the button shown above to add a new timer.
|
| 20 |
+
Click
|
| 21 |
+
the icon to rename or delete the specified timer.
|
| 22 |
+
This name is the global timer's reference.
|
| 23 |
+
Configuration Parameters
|
| 24 |
+
Description
|
| 25 |
+
Global Timer Type
|
| 26 |
+
Provides two types: countdown and stopwatch.
|
| 27 |
+
Duration (s)
|
| 28 |
+
When the timer type is countdown, a duration needs to be
|
| 29 |
+
V. Global Timer Reference
|
| 30 |
+
1. Referencing the Global Timer Through UI Controls
|
| 31 |
+
Open Interface Layout Management Tool, Select Timer UI Controls "Timer" to execute
|
| 32 |
+
its logic.
|
| 33 |
+
Configuration Parameters
|
| 34 |
+
Description
|
| 35 |
+
Type
|
| 36 |
+
Stopwatch, Countdown
|
| 37 |
+
Specify Timer
|
| 38 |
+
Will enumerate all predefined global timers that match the
|
| 39 |
+
Source Entity
|
| 40 |
+
Default configuration is stage entity. You can choose betwe
|
| 41 |
+
player entity
|
| 42 |
+
When the source entity is running and the timer is active, the UI control shows the
|
| 43 |
+
timer's current time.
|
| 44 |
+
2. Reference Global Timer Through Component
|
| 45 |
+
(1) Add Component
|
| 46 |
+
a. In the entity prefab editing interface, open the Edit Component tab.
|
| 47 |
+
b. Click "Add Common Component", then select "Global Timer" to add it.
|
| 48 |
+
c. Press "Advanced Editing" to expand the editing page.
|
| 49 |
+
(2) Reference Timer
|
| 50 |
+
Click "Add Timer" to open a list of global timers, then you can select the desired
|
| 51 |
+
global timer.
|
| 52 |
+
A global timer referenced by a component will be activated when the entity is
|
| 53 |
+
created.
|
| 54 |
+
Click "Manage Timer" to open the global timer management tool.
|
| 55 |
+
VI. Reference Global Timer by Node Graph
|
| 56 |
+
Use the node graph to reference a global timer, with the running entity as the
|
| 57 |
+
carrier.
|
| 58 |
+
Only timers predefined in the global timer management tool are valid as a reference.
|
| 59 |
+
Use the node graph to stop running a global timer early.
|
| 60 |
+
Use the node graph to pause a running global timer.
|
| 61 |
+
When paused, the UI controls linked to the timer will also pause their display.
|
| 62 |
+
You can resume a timer paused by "Pause Global Timer" via the node graph.
|
| 63 |
+
If a UI control references the timer, its display will resume as well.
|
| 64 |
+
You can adjust a running global timer via the node graph.
|
| 65 |
+
Change Value
|
| 66 |
+
If the timer is counting down, a positive number will increase
|
| 67 |
+
its remaining time, and a negative number will decrease its remaining time.
|
| 68 |
+
For stopwatch timers, positive values increase the accumulated time, and negative
|
| 69 |
+
values decrease it.
|
| 70 |
+
A paused timer can have its time reduced as low as 0s. For countdowns, this will
|
| 71 |
+
trigger the timer.
|
| 72 |
+
If a paused timer is set to 0s and then you increase its time, it will not be activated.
|
| 73 |
+
If the UI control references the corresponding timer, its display updates along with
|
| 74 |
+
the changes.
|
| 75 |
+
When the global timer's countdown ends, it will send an event to the node graph.
|
| 76 |
+
Use the node graph to get the current time of a running global timer.
|
| 77 |
+
Current Time
|
| 78 |
+
If the timer is counting down, returns the remaining time.
|
| 79 |
+
If the timer is a stopwatch, it returns the accumulated time.
|
| 80 |
+
Character Disruptor Device
|
| 81 |
+
Timer
|
| 82 |
+
Concept Introduction
|
| 83 |
+
Functions
|
| 84 |
+
Common Components
|
| 85 |
+
Global Timer
|
| 86 |
+
Global Timer List
|
| 87 |
+
|
| 88 |
+
Add Timer
|
| 89 |
+
|
| 90 |
+
Name and ID
|
| 91 |
+
|
| 92 |
+
Basic Information
|
| 93 |
+
|
| 94 |
+
The selected source entity needs to be configured with a global timer component.
|
| 95 |
+
|
| 96 |
+
If the timer configured for the interface controls is not active when the source entity
|
| 97 |
+
is running, the UI controls will display the default value 00:00.
|
| 98 |
+
|
| 99 |
+
Start Global Timer
|
| 100 |
+
|
| 101 |
+
Stop Global Timer
|
| 102 |
+
|
| 103 |
+
Pause Global Timer
|
| 104 |
+
|
| 105 |
+
Recover Global Timer
|
| 106 |
+
|
| 107 |
+
Modify Global Timer
|
| 108 |
+
|
| 109 |
+
When Global Timer Is Triggered
|
| 110 |
+
|
| 111 |
+
Get Current Global Timer Time
|
| 112 |
+
|
| 113 |
+
Home
|
| 114 |
+
News
|
| 115 |
+
About Us
|
| 116 |
+
Careers
|
| 117 |
+
Business Affairs
|
| 118 |
+
Privacy Policy
|
| 119 |
+
Terms of Service
|
| 120 |
+
Help Center
|
| 121 |
+
General Guide
|
| 122 |
+
Tutorial
|
| 123 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhb3ho0k5l2w.txt
ADDED
|
@@ -0,0 +1,98 @@
|
|
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|
|
|
|
|
|
|
|
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|
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|
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
/
|
| 4 |
+
Node Graph Editing Guide
|
| 5 |
+
I. Entry Point for Node Graph Editing
|
| 6 |
+
Node graph editing must be done in the Miliastra Sandbox. Please locate the Miliastra
|
| 7 |
+
Sandbox entry point as shown in the graph below
|
| 8 |
+
The main window of the Miliastra Sandbox is shown in the graph below
|
| 9 |
+
II. Creating a New Node Graph
|
| 10 |
+
1. Server Node Graphs
|
| 11 |
+
Double-click the newly created node graph to open the Editing Tab
|
| 12 |
+
You can also right-click a node graph to rename it and perform other common file
|
| 13 |
+
operations
|
| 14 |
+
2. Client Serve Node Graphs
|
| 15 |
+
The Client Node Graph Resource Explorer is closed by default. To open it, choose
|
| 16 |
+
Window > Client Node Graph Resource Explorer (top-left)
|
| 17 |
+
The Client Node Graph Resource Explorer works like the Server Node Graph Resource
|
| 18 |
+
Explorer. In the Asset Management panel on the left, select the node graph type you
|
| 19 |
+
need, then right-click in the right panel to create a new node graph
|
| 20 |
+
III. Node Graph Actions
|
| 21 |
+
After entering the node graph editing tab (as shown below):
|
| 22 |
+
1. Create Nodes
|
| 23 |
+
The most common way to create a node is to right-click in the editing area to open the
|
| 24 |
+
node menu
|
| 25 |
+
You can find specific nodes by searching through node categories
|
| 26 |
+
Shown below is the [When Custom Variable Changes] node. You can find this node
|
| 27 |
+
under [Event Node] >[Custom Variable]
|
| 28 |
+
Click to create a new node in the editing area
|
| 29 |
+
Another common way to create nodes is through quick connections
|
| 30 |
+
To do this, drag a connection from a pin outward and release without connecting to any
|
| 31 |
+
other node. This will bring up the node creation menu.
|
| 32 |
+
This menu will automatically filter all nodes that match the pin type (i. e., those that can
|
| 33 |
+
be directly connected)
|
| 34 |
+
2. Node Connections
|
| 35 |
+
Hold and drag outward from a pin to create a connection line
|
| 36 |
+
Connect it to a valid pin on another node to complete the connection
|
| 37 |
+
3. Other Node Graph Operations
|
| 38 |
+
Hover over a pin or connection to highlight the connection and its endpoints. This is
|
| 39 |
+
especially useful in complex graphs
|
| 40 |
+
Delete: Delete nodes
|
| 41 |
+
Cut: Cut the node, then you can paste with (Ctrl + V)
|
| 42 |
+
Copy: Copy the node, then you can paste with (Ctrl + V)
|
| 43 |
+
Disconnect Node Connection: Remove all connections to this node
|
| 44 |
+
Notes: Add a comment on this node
|
| 45 |
+
Generate Composite Node: See Composite Nodes
|
| 46 |
+
Jump to Next Node: Jump to the next node connected to this pin
|
| 47 |
+
Disconnect Link: Remove the pin's connection
|
| 48 |
+
Collapse Menu: Collapse the shortcut menu
|
| 49 |
+
Enter Comment: Add a comment to the node. Click to add a new comment when
|
| 50 |
+
clicking on a node
|
| 51 |
+
Search Nodes: Click to open the node search tab
|
| 52 |
+
Node Graph Variables: Click to open the node graph variables tab
|
| 53 |
+
Signal Management: Click to open the Server Signal Explorer
|
| 54 |
+
Editing Area Zoom: Zoom in/out of the edit area. You can also use the mouse wheel to
|
| 55 |
+
zoom
|
| 56 |
+
Operation Log: View the operations in the current node graph
|
| 57 |
+
Undo: Undo a single step of an operation
|
| 58 |
+
Restore: After undoing an operation, you can redo the undo to restore the previous state
|
| 59 |
+
Save: Save current node graph
|
| 60 |
+
Save As: Save the current node graph as a new node graph file
|
| 61 |
+
Basic Concepts
|
| 62 |
+
Concept Introduction
|
| 63 |
+
Functions
|
| 64 |
+
Node Graphs
|
| 65 |
+
Node Graph Editing Guide
|
| 66 |
+
Server Node Graph (Graph A)
|
| 67 |
+
|
| 68 |
+
Created Node Graph (Graph B)
|
| 69 |
+
|
| 70 |
+
In the Node Graph Management interface on the left (A), choose the type you want
|
| 71 |
+
to create: Entity Node Graph, Status Node Graph, Class Node Graph, or Item Node
|
| 72 |
+
Graph
|
| 73 |
+
|
| 74 |
+
In the menu on the right, Select [Create Node Graph]
|
| 75 |
+
|
| 76 |
+
Create via menu
|
| 77 |
+
|
| 78 |
+
Quick Creation by Connecting
|
| 79 |
+
|
| 80 |
+
Connection Details
|
| 81 |
+
|
| 82 |
+
Right-Click Menu Actions (Nodes)
|
| 83 |
+
|
| 84 |
+
Right-Click Menu Actions (Pins)
|
| 85 |
+
|
| 86 |
+
Node Graph Shortcut Menu Actions
|
| 87 |
+
|
| 88 |
+
Home
|
| 89 |
+
News
|
| 90 |
+
About Us
|
| 91 |
+
Careers
|
| 92 |
+
Business Affairs
|
| 93 |
+
Privacy Policy
|
| 94 |
+
Terms of Service
|
| 95 |
+
Help Center
|
| 96 |
+
General Guide
|
| 97 |
+
Tutorial
|
| 98 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhbgx0rspbqu.txt
ADDED
|
@@ -0,0 +1,88 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
/
|
| 4 |
+
Item
|
| 5 |
+
I. Definition of Items
|
| 6 |
+
Items are virtual objects that players can obtain, use, or equip during gameplay. In
|
| 7 |
+
Miliastra Wonderland, items are categorized into multiple types and are managed
|
| 8 |
+
uniformly through the inventory
|
| 9 |
+
II. Item Classification
|
| 10 |
+
Items are categorized into Equipment, Materials, Consumables, and Very Special Items
|
| 11 |
+
III. Editing Items
|
| 12 |
+
In the item tab shown below, you can edit items
|
| 13 |
+
Click the "New Item" button and click Confirm in the Pop-Up to create a new item
|
| 14 |
+
template
|
| 15 |
+
Item Name: The name of the item displayed in the interface during gameplay
|
| 16 |
+
Item Icon: The icon displayed in the interface during gameplay
|
| 17 |
+
Configuration ID: The unique identifier of the item template, which can be used in Node
|
| 18 |
+
Graphs
|
| 19 |
+
1. Basic Settings
|
| 20 |
+
Basic settings primarily define an item's displayed information and how it appears in the
|
| 21 |
+
inventory
|
| 22 |
+
Rarity: Rarity determines the background color of the item icon, currently available in
|
| 23 |
+
gray, green, blue, purple, and orange
|
| 24 |
+
Stack Limit: The maximum number of items that can be stored in a single inventory slot
|
| 25 |
+
within the inventory
|
| 26 |
+
Associated Item Node Graph: When an item enters the character's inventory, the
|
| 27 |
+
related Node Graph will be attached to the character unit
|
| 28 |
+
Inventory Ownership Tab: Determines which tab the item will be sorted into when it
|
| 29 |
+
enters the inventory
|
| 30 |
+
Description: The item's description that will be displayed in the interface during
|
| 31 |
+
gameplay
|
| 32 |
+
Has Currency Value: Select "True" to relate a currency value to a single item, which
|
| 33 |
+
serves as a value anchor for transactions in the shop module
|
| 34 |
+
Display Currency Value: Enable this to display the currency value of the item in the
|
| 35 |
+
inventory
|
| 36 |
+
Currency Value: When the item has a currency value, clicking [Add Currency Value]
|
| 37 |
+
allows you to configure the specific amount
|
| 38 |
+
2. Drop Settings
|
| 39 |
+
Items can drop into the scene from the inventory in multiple ways, including when the
|
| 40 |
+
owner is defeated or through Node Graph triggers. The drop settings section defines the
|
| 41 |
+
specific logic executed when a drop event occurs
|
| 42 |
+
Destruction Debris: The process executed when the item owner is defeated
|
| 43 |
+
Loot: When the owner is defeated, items are converted into loot entities and
|
| 44 |
+
created in the scene
|
| 45 |
+
Destroy: When the owner is defeated, the items are destroyed
|
| 46 |
+
Save: When the owner is defeated, items are saved in the inventory. This setting is
|
| 47 |
+
only meaningful when the owner is a character. For other types of entities, the logic is
|
| 48 |
+
the same as Destroy
|
| 49 |
+
Loot Drop Mechanics: Divided into Shared Reward and Individualized Reward
|
| 50 |
+
Shared Reward: All players share the same loot. Once one player picks it up, other
|
| 51 |
+
players cannot pick it up
|
| 52 |
+
Individualized Reward: Each player will receive their own independent copy of the
|
| 53 |
+
dropped item, and players' pickup actions do not affect each other
|
| 54 |
+
Corresponding Loot Appearance: Configure a loot prefab, which is a physical entity
|
| 55 |
+
component. When the virtual item is created in the scene, it will be displayed using the
|
| 56 |
+
corresponding loot model
|
| 57 |
+
3. Interaction Settings
|
| 58 |
+
Interaction settings define what players can do with an item in their inventory
|
| 59 |
+
Destructible: Whether players can destroy this item in their inventory through interface
|
| 60 |
+
actions
|
| 61 |
+
Tradable: Whether the item can be sold in the shop
|
| 62 |
+
Usable: Whether players can use an item through interface actions
|
| 63 |
+
Allow Bulk Use: Whether multiple items can be used in a single operation
|
| 64 |
+
Auto Use Upon Pickup: When set to "Yes", the item will be automatically used
|
| 65 |
+
upon acquisition
|
| 66 |
+
Cooldown (s): After using the item, it will enter cooldown and cannot be used again
|
| 67 |
+
during this period
|
| 68 |
+
Group Cooldown (s): When this item enters cooldown, all items related with the
|
| 69 |
+
Linked Cooldown Group will enter cooldown simultaneously, with a duration equal to this
|
| 70 |
+
value
|
| 71 |
+
Linked Cooldown Group: Configure a list of items that defines all items within the
|
| 72 |
+
cooldown group
|
| 73 |
+
Equipment
|
| 74 |
+
Concept Introduction
|
| 75 |
+
Advanced Concepts
|
| 76 |
+
Resource System
|
| 77 |
+
Item
|
| 78 |
+
Home
|
| 79 |
+
News
|
| 80 |
+
About Us
|
| 81 |
+
Careers
|
| 82 |
+
Business Affairs
|
| 83 |
+
Privacy Policy
|
| 84 |
+
Terms of Service
|
| 85 |
+
Help Center
|
| 86 |
+
General Guide
|
| 87 |
+
Tutorial
|
| 88 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhciimiw86jg.txt
ADDED
|
@@ -0,0 +1,98 @@
|
|
|
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|
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|
|
|
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|
|
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|
|
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|
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|
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|
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|
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|
|
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|
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|
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|
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|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
Local Projectiles
|
| 4 |
+
1. Definition of Local Projectiles
|
| 5 |
+
Local projectiles are entities that are computed and rendered locally to simulate
|
| 6 |
+
projectile effects and on-hit effects
|
| 7 |
+
II. Characteristics of Local Projectiles
|
| 8 |
+
Local projectiles need to be predefined during editing before they can be referenced
|
| 9 |
+
and created by skill node graphs. For skill-related information, please refer to Skills
|
| 10 |
+
During runtime, local projectile entities depend on the projectile motion device to
|
| 11 |
+
determine their runtime rules, and rely on on-hit detection to determine their collision
|
| 12 |
+
trigger rules and effects.
|
| 13 |
+
When a local projectile entity runs, it follows the configuration set in its "Life Cycle"
|
| 14 |
+
III. Editing the Local Projectile
|
| 15 |
+
1. Create Local Projectiles
|
| 16 |
+
After entering the combat preset tab, you can select the local projectile tab, manage
|
| 17 |
+
tabs as needed, and create corresponding local projectiles within the tab
|
| 18 |
+
Click "Confirm Create" to create a new local projectile
|
| 19 |
+
2. Naming and Indexing
|
| 20 |
+
Each predefined local projectile name must be globally unique and a globally unique
|
| 21 |
+
prefab ID will be automatically generated.
|
| 22 |
+
3. Base Attributes
|
| 23 |
+
The first column is for the Base Attribute
|
| 24 |
+
(1) Basic Settings
|
| 25 |
+
The model configuration used by the local projectile during runtime. Selectable models
|
| 26 |
+
are sourced from the projectile model library provided by the editor.
|
| 27 |
+
Supports adjusting the scaling along the X, Y, and Z axes. The zooming values are
|
| 28 |
+
preserved after switching models
|
| 29 |
+
(2) Combat Parameters
|
| 30 |
+
Configuration
|
| 31 |
+
Parameters
|
| 32 |
+
Description
|
| 33 |
+
Attribute Settings
|
| 34 |
+
Provides 2 enumeration options, Inherited from Creator and In
|
| 35 |
+
parameters below will differ based on the option selected
|
| 36 |
+
Inherited from Creator by default
|
| 37 |
+
Inherited from Creator: HP, ATK, and DEF are identical to the
|
| 38 |
+
Independent: Configure HP, ATK, and DEF as needed
|
| 39 |
+
Corresponding parameters below will differ based on the optio
|
| 40 |
+
Whether Subsequent
|
| 41 |
+
Settings Are
|
| 42 |
+
Influenced by the
|
| 43 |
+
Creator
|
| 44 |
+
If enabled, certain unit status effects on the creator will be syn
|
| 45 |
+
Only status effects that affect HP, ATK, and DEF will be synch
|
| 46 |
+
(3) Life Cycle Settings
|
| 47 |
+
Configuration
|
| 48 |
+
Parameters
|
| 49 |
+
Description
|
| 50 |
+
Permanent Duration
|
| 51 |
+
If not enabled, you need to specify the duration time
|
| 52 |
+
Duration
|
| 53 |
+
The maximum time from initialization to destruction of this local
|
| 54 |
+
influencing factors
|
| 55 |
+
X/Z Axis Destruction
|
| 56 |
+
Distance
|
| 57 |
+
Except for Ability Units, this is the highest priority condition for d
|
| 58 |
+
during runtime
|
| 59 |
+
Local projectiles will self-destruct when exceeding the maximum
|
| 60 |
+
runtime
|
| 61 |
+
Y-Axis Destruction
|
| 62 |
+
Distance
|
| 63 |
+
(4) End of Life Cycle Behavior Settings
|
| 64 |
+
When a local projectile's life cycle ends, it will execute the configured ability units in
|
| 65 |
+
order from top to bottom.
|
| 66 |
+
The ability units referenced here are those defined within the local projectile's ability unit
|
| 67 |
+
settings.
|
| 68 |
+
4. Common Components
|
| 69 |
+
The second column is for common components
|
| 70 |
+
(1) VFX Playing Component
|
| 71 |
+
For details, please see VFX Playing
|
| 72 |
+
(2) Projectile Motion Device Components
|
| 73 |
+
For details, please see Projectile Motion Device
|
| 74 |
+
(3) On-Hit Detection Components
|
| 75 |
+
For details, please see On-Hit Detection
|
| 76 |
+
5. Ability Units
|
| 77 |
+
The third column is for the ability units
|
| 78 |
+
Local projectiles can reference ability units, which require predefined editing. For details,
|
| 79 |
+
please see Ability Units
|
| 80 |
+
Ability units can be adjusted through "Advanced Editing"
|
| 81 |
+
In the On-Hit Detection component, predefined ability units can be referenced and
|
| 82 |
+
executed once hit detection is triggered
|
| 83 |
+
Objects
|
| 84 |
+
Stage
|
| 85 |
+
Concept Introduction
|
| 86 |
+
Units
|
| 87 |
+
Local Projectiles
|
| 88 |
+
Home
|
| 89 |
+
News
|
| 90 |
+
About Us
|
| 91 |
+
Careers
|
| 92 |
+
Business Affairs
|
| 93 |
+
Privacy Policy
|
| 94 |
+
Terms of Service
|
| 95 |
+
Help Center
|
| 96 |
+
General Guide
|
| 97 |
+
Tutorial
|
| 98 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhctmgi51lpo.txt
ADDED
|
@@ -0,0 +1,57 @@
|
|
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|
|
|
|
|
|
|
|
|
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|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
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|
|
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|
|
|
|
|
|
|
|
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|
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|
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|
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|
|
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|
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|
|
|
|
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|
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|
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
Player
|
| 4 |
+
I. The Concept of Player
|
| 5 |
+
Player is a special abstract entity type used to describe the "Character Ownership
|
| 6 |
+
Concept" in the game, such as:
|
| 7 |
+
In Teyvat, multiple characters can be added to the player's team.
|
| 8 |
+
In Beyond Mode, each player corresponds to only one character.
|
| 9 |
+
II. Player Configuration
|
| 10 |
+
You can reference player-specific configurations through the player template. The entry
|
| 11 |
+
point for template configuration is shown below:
|
| 12 |
+
Click New Template to create a new player template
|
| 13 |
+
1. Basic Information
|
| 14 |
+
Basic Information Tab: Configure all available player basic information
|
| 15 |
+
Effective Target: Determines which players this template applies to
|
| 16 |
+
Level: Override the initial level of the class
|
| 17 |
+
Spawn Point: List of available spawn points for players, see preset points
|
| 18 |
+
documentation Preset Points
|
| 19 |
+
Initial Class: The initial class for this player template, see class definitions in the Class
|
| 20 |
+
document Class
|
| 21 |
+
Revive: The revival rules that apply to the player, see the Revival Rules document Reviv
|
| 22 |
+
e
|
| 23 |
+
Special Knockdown Damage: The percentage of HP deducted when a character is
|
| 24 |
+
defeated due to special circumstances such as drowning or falling damage
|
| 25 |
+
2. Components
|
| 26 |
+
Components Tab: Add or view components attached to the player entity
|
| 27 |
+
Overview of Available Components for Player Entity
|
| 28 |
+
Custom Variables
|
| 29 |
+
Global Timer
|
| 30 |
+
Unit Status
|
| 31 |
+
3. Node Graph
|
| 32 |
+
Node Graph Configuration Tab: Add or view node graphs attached to the player entity
|
| 33 |
+
III. Runtime Characteristics
|
| 34 |
+
1. Non-Physical Entity
|
| 35 |
+
The player entity is a pure logical entity
|
| 36 |
+
2. No Placement Information
|
| 37 |
+
Player entities are not directly placed in the scene, therefore there is no placement
|
| 38 |
+
information
|
| 39 |
+
3. Life Cycle
|
| 40 |
+
The player entity is created during stage initialization and removed when the stage is
|
| 41 |
+
destroyed
|
| 42 |
+
When the user actively exits and returns to the lobby, the player entity will be removed
|
| 43 |
+
Character
|
| 44 |
+
Concept Introduction
|
| 45 |
+
Units
|
| 46 |
+
Player
|
| 47 |
+
Home
|
| 48 |
+
News
|
| 49 |
+
About Us
|
| 50 |
+
Careers
|
| 51 |
+
Business Affairs
|
| 52 |
+
Privacy Policy
|
| 53 |
+
Terms of Service
|
| 54 |
+
Help Center
|
| 55 |
+
General Guide
|
| 56 |
+
Tutorial
|
| 57 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhd7nxrfa8im.txt
ADDED
|
@@ -0,0 +1,46 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
/
|
| 4 |
+
Unit Status
|
| 5 |
+
1. Unit Status Component Functions
|
| 6 |
+
The Unit Status Component is a component used to configure the default Unit Status
|
| 7 |
+
possessed when an entity is created
|
| 8 |
+
For example: Configuring the default [Increase Movement SPD] unit status on a
|
| 9 |
+
character entity will increase their Movement SPD upon creation; configuring the default
|
| 10 |
+
[Mount Special Effects] unit status on a mechanism will make it display certain looping
|
| 11 |
+
effects upon creation
|
| 12 |
+
Multiple unit status can take effect simultaneously on the unit status component
|
| 13 |
+
II. Editing Unit Status Components
|
| 14 |
+
Step 1: Add Unit Status Component
|
| 15 |
+
1. Switch to the entity or prefab component tab
|
| 16 |
+
2. Find or add a unit status component
|
| 17 |
+
The unit status component is a default mounted component for all units (i.e., it will be
|
| 18 |
+
mounted by default when the entity is created). Therefore, for newly created entities or
|
| 19 |
+
prefabs, you can find the unit status component directly in the Components tab
|
| 20 |
+
If it doesn't exist, you can add a unit status component through the Add Common
|
| 21 |
+
Component button
|
| 22 |
+
Step 2: Add Unit Status
|
| 23 |
+
On the details page of unit status, you can click [Select Status] to add a new unit status
|
| 24 |
+
configuration
|
| 25 |
+
In the pop-up tab, you can view some preset unit statuses as well as unit status
|
| 26 |
+
configured by creators (Craftspeople)
|
| 27 |
+
Step 3: Configure Default Unit Status
|
| 28 |
+
After selecting a specific status, you can configure the default unit status and set its
|
| 29 |
+
initial layer
|
| 30 |
+
Follow Motion Device
|
| 31 |
+
VFX Playing
|
| 32 |
+
Concept Introduction
|
| 33 |
+
Functions
|
| 34 |
+
Common Components
|
| 35 |
+
Unit Status
|
| 36 |
+
Home
|
| 37 |
+
News
|
| 38 |
+
About Us
|
| 39 |
+
Careers
|
| 40 |
+
Business Affairs
|
| 41 |
+
Privacy Policy
|
| 42 |
+
Terms of Service
|
| 43 |
+
Help Center
|
| 44 |
+
General Guide
|
| 45 |
+
Tutorial
|
| 46 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhdtk89yhd6q.txt
ADDED
|
@@ -0,0 +1,18 @@
|
|
|
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|
|
|
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|
|
|
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|
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|
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|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
Concept Introduction
|
| 2 |
+
This directory explains the various basic concepts that creators (Craftspeople) might
|
| 3 |
+
encounter when editing their own stages, as well as introduces their specific uses and
|
| 4 |
+
configuration methods.
|
| 5 |
+
Interface Guide
|
| 6 |
+
Node Introduction
|
| 7 |
+
Concept Introduction
|
| 8 |
+
Home
|
| 9 |
+
News
|
| 10 |
+
About Us
|
| 11 |
+
Careers
|
| 12 |
+
Business Affairs
|
| 13 |
+
Privacy Policy
|
| 14 |
+
Terms of Service
|
| 15 |
+
Help Center
|
| 16 |
+
General Guide
|
| 17 |
+
Tutorial
|
| 18 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhdznsie9up8.txt
ADDED
|
@@ -0,0 +1,83 @@
|
|
|
|
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|
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|
|
|
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|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
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|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
Environment Configuration
|
| 4 |
+
I. Definition of Environment Configuration
|
| 5 |
+
Environment Configuration includes a series of environment-related parameters that
|
| 6 |
+
enrich how elements in the Scene are presented
|
| 7 |
+
Environment Configurations must be predefined and applied to each player's client
|
| 8 |
+
II. Editing Environment Configuration
|
| 9 |
+
Switch to the Terrain Editing tab to select Environment Configurations on the left.
|
| 10 |
+
Click [New Environment] and [Confirm Create] to create a new Environment
|
| 11 |
+
Configuration
|
| 12 |
+
1. Background Settings
|
| 13 |
+
Choose a background preset to determine the Scene's overall style
|
| 14 |
+
Auto switch with time: When enabled, the sun and moon, lighting angles, and intensity
|
| 15 |
+
in the scene change over time. Define the starting time and in-game time flow rate in
|
| 16 |
+
Stage Settings, or adjust them via the Node Graph.
|
| 17 |
+
If Auto switch with time is disabled, additional parameters must be configured:
|
| 18 |
+
Set Time Point: Fixes the Scene presentation to a specific time point.
|
| 19 |
+
Background Rotation: Adjusts the background's rotation angle along the Y-axis
|
| 20 |
+
Direct angle, intensity, blur, light color: Adjust parameters of the primary directional
|
| 21 |
+
light source
|
| 22 |
+
Filter Style: Applies a filter effect to the camera layer
|
| 23 |
+
Sky Background Color: Background color of the skybox
|
| 24 |
+
2. Environmental Elements
|
| 25 |
+
Stars: When enabled, density and intensity can be adjusted
|
| 26 |
+
Galaxy: When enabled, intensity and light color can be adjusted
|
| 27 |
+
Clouds: When enabled, intensity and the toggle for high, medium, and low-level clouds
|
| 28 |
+
can be adjusted
|
| 29 |
+
3. Light Source List
|
| 30 |
+
The light sources bound to this Environment Configuration are activated together with
|
| 31 |
+
the Configuration.
|
| 32 |
+
(1) Light Source Configuration Entry Point
|
| 33 |
+
(2) Light Source Configuration
|
| 34 |
+
Light Source Parameter Settings:
|
| 35 |
+
Source File: Indicates which Environment Configurations reference this light source
|
| 36 |
+
Location, Rotation: Controls its Location and Rotation in the Scene.
|
| 37 |
+
Light Source Type: Currently supports Point Light and Spotlight.
|
| 38 |
+
Color: Sets the color shown on illuminated models
|
| 39 |
+
Radius: Illumination radius
|
| 40 |
+
Intensity: Degree of color or brightness change on the illuminated model
|
| 41 |
+
Effective Range: The light source is loaded only when a character enters this range.
|
| 42 |
+
Used for performance optimization.
|
| 43 |
+
4. Weather
|
| 44 |
+
Multiple Weather configurations can be set within a single Environment Configuration
|
| 45 |
+
and enabled together with it
|
| 46 |
+
Weather Type: Fog
|
| 47 |
+
Distance Fog Settings: Based on Camera Location, creates a fog effect that occludes
|
| 48 |
+
distant models and the skybox.
|
| 49 |
+
High Fog Settings: Based on Scene height, creates a fog effect that occludes distant
|
| 50 |
+
models and the skybox.
|
| 51 |
+
III. Using Environment Configuration
|
| 52 |
+
The initial player list for the environment configuration can be configured
|
| 53 |
+
Also switch via the Node Graph
|
| 54 |
+
IV. Environment Time
|
| 55 |
+
Define the starting time and in-game time flow rate in Stage Settings, or adjust them via
|
| 56 |
+
the Node Graph.
|
| 57 |
+
The environment time can also be adjusted through nodes:
|
| 58 |
+
The Environment Time is a globally unique running value. Regardless of the
|
| 59 |
+
Environment Configuration applied by each player, the server continuously advances
|
| 60 |
+
Environment Time. The visual effects of time changes are visible only when an active
|
| 61 |
+
Environment Configuration has Auto switch with time enabled
|
| 62 |
+
Background Music
|
| 63 |
+
Prefab Group
|
| 64 |
+
Concept Introduction
|
| 65 |
+
Other Concepts
|
| 66 |
+
Environment Configuration
|
| 67 |
+
Click "Add Light Source" > "Open Light Source Manager" to access the Light
|
| 68 |
+
Source Management Tool
|
| 69 |
+
|
| 70 |
+
Click the system menu in the top left corner, then click Manage Light Source] to
|
| 71 |
+
open the Light Source Management Tool
|
| 72 |
+
|
| 73 |
+
Home
|
| 74 |
+
News
|
| 75 |
+
About Us
|
| 76 |
+
Careers
|
| 77 |
+
Business Affairs
|
| 78 |
+
Privacy Policy
|
| 79 |
+
Terms of Service
|
| 80 |
+
Help Center
|
| 81 |
+
General Guide
|
| 82 |
+
Tutorial
|
| 83 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhe1030vx380.txt
ADDED
|
@@ -0,0 +1,66 @@
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|
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|
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|
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|
|
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|
|
|
|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
Special Effects
|
| 4 |
+
I. Definition of Special Effects
|
| 5 |
+
Special effects are art assets that can be used to enhance visual effects during
|
| 6 |
+
gameplay.
|
| 7 |
+
Special effects must be attached to an entity, with each effect having a designated
|
| 8 |
+
mount entity.
|
| 9 |
+
When a special effect plays, it uses the entity's Attachment Point as its origin and
|
| 10 |
+
follows that point's position at runtime.
|
| 11 |
+
Referencing a special effect requires a VFX Player component. VFX Playing .
|
| 12 |
+
II. Classification of Special Effects
|
| 13 |
+
Based on the playback duration of special effect assets, timed effects pools and looping
|
| 14 |
+
effects pools are provided
|
| 15 |
+
1. Timed Effects
|
| 16 |
+
Timed special effects have an effective duration.
|
| 17 |
+
Timed effects will only play once when triggered, and will not repeat.
|
| 18 |
+
2. Looping Effects
|
| 19 |
+
Looping effects have no fixed duration and continue playing until stopped or removed.
|
| 20 |
+
III. Using Special Effects
|
| 21 |
+
1. Component Mounting
|
| 22 |
+
Supports mounting effects via the VFX Playing Component during prefab/entity
|
| 23 |
+
editing. These effects are created alongside the entity
|
| 24 |
+
For editing details, please refer to VFX Playing for use.
|
| 25 |
+
2. Usage in Node Graphs
|
| 26 |
+
Supports creating and deleting special effect assets via effect-related nodes in the
|
| 27 |
+
node graph.
|
| 28 |
+
Different reference special effect asset nodes are provided for different special
|
| 29 |
+
effect types.
|
| 30 |
+
Effects from the timed effect pool can be referenced by selecting entities with the
|
| 31 |
+
"VFX Playing Component" and configuring Attachment Points.
|
| 32 |
+
If the Attachment Point is incorrect, the special effect will not play
|
| 33 |
+
If no Attachment Point is specified, it defaults to the GI_RootNode
|
| 34 |
+
Effects from the looping effects pool can be referenced by selecting entities with the
|
| 35 |
+
"VFX Playing Component" and configuring Attachment Points.
|
| 36 |
+
If the Attachment Point is incorrect, the special effect will not play
|
| 37 |
+
If no Attachment Point is specified, it defaults to the GI_RootNode
|
| 38 |
+
Looping effects created by the "Mount Looping Special Effect" node can be cleared
|
| 39 |
+
using this node
|
| 40 |
+
Clear the specified special effect assets from the selected runtime entity
|
| 41 |
+
Click the
|
| 42 |
+
icon to view all special effect enumerations and select the
|
| 43 |
+
specified special effect asset
|
| 44 |
+
Preset Status
|
| 45 |
+
Concept Introduction
|
| 46 |
+
Assets
|
| 47 |
+
Special Effects
|
| 48 |
+
Play Timed Effects
|
| 49 |
+
|
| 50 |
+
Mount Looping Special Effect
|
| 51 |
+
|
| 52 |
+
Clear Looping Special Effect
|
| 53 |
+
|
| 54 |
+
Clear Special Effects Based on Special Effect Assets
|
| 55 |
+
|
| 56 |
+
Home
|
| 57 |
+
News
|
| 58 |
+
About Us
|
| 59 |
+
Careers
|
| 60 |
+
Business Affairs
|
| 61 |
+
Privacy Policy
|
| 62 |
+
Terms of Service
|
| 63 |
+
Help Center
|
| 64 |
+
General Guide
|
| 65 |
+
Tutorial
|
| 66 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhe1ixri46ta.txt
ADDED
|
@@ -0,0 +1,58 @@
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
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|
|
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|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
|
|
|
|
|
|
|
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|
|
|
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|
|
|
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|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
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|
|
|
|
|
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|
|
|
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|
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|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
/
|
| 4 |
+
Factions
|
| 5 |
+
In order to create competitive gameplay, entities are divided into different groups where
|
| 6 |
+
players belonging to the same group share the same game objectives. This group is
|
| 7 |
+
called a faction
|
| 8 |
+
In team-based competitive games, factions can serve as criteria for settlement
|
| 9 |
+
objectives or score calculation
|
| 10 |
+
I. Global Definition of Factions
|
| 11 |
+
Before selecting a faction in Basic Info, you need to first define the required factions in
|
| 12 |
+
the faction tab of the stage settings
|
| 13 |
+
Faction Name: The name given to this faction
|
| 14 |
+
Default Faction Unit: New players/objects/creations will be categorized into the
|
| 15 |
+
corresponding default faction
|
| 16 |
+
Players Included: A list of players representing who initially belong to this faction
|
| 17 |
+
Entities Included: A list of objects and creations that initially belong to this faction
|
| 18 |
+
II. Faction Relations
|
| 19 |
+
Between any two factions, there must exist two types of relationships: Hostile and
|
| 20 |
+
Friendly, which can be configured through the Faction Relations in the stage settings
|
| 21 |
+
Note that faction relations are one-way. Faction 1 may be hostile towards Faction 2, but
|
| 22 |
+
Faction 2 isn't necessarily hostile towards Faction 1. There could be situations where
|
| 23 |
+
Faction 2 is friendly towards Faction 1, in which case only entities from Faction 1 can
|
| 24 |
+
attack Faction 2, while entities from Faction 2 cannot attack Faction 1
|
| 25 |
+
For example, as shown in the graph: The initial player faction is hostile towards both the
|
| 26 |
+
initial object faction and initial creation faction, therefore they can directly attack entities
|
| 27 |
+
(characters, creations or objects) belonging to these two factions
|
| 28 |
+
In other systems, faction-related settings work according to the faction relations defined
|
| 29 |
+
in the stage configuration. For example, the ability unit in the graph below will correctly
|
| 30 |
+
target enemies from hostile factions
|
| 31 |
+
III. Default Faction Configuration
|
| 32 |
+
Each faction can be configured with a default faction unit. When an entity of this object
|
| 33 |
+
type (such as players and objects shown in the image) is created with a default faction
|
| 34 |
+
(faction value of 0), it will be assigned to the default faction for that entity type
|
| 35 |
+
For example, in the graph above, if no faction is overridden for this Stone Ball prefab
|
| 36 |
+
when it is created, it will be created with [Initial Object Faction] (because the default
|
| 37 |
+
faction for objects is Initial Object Faction)
|
| 38 |
+
IV. Using Node Graph to Control Player Factions
|
| 39 |
+
Entity Faction Change Events
|
| 40 |
+
Modify Entity Faction
|
| 41 |
+
Query Entity Faction
|
| 42 |
+
Model
|
| 43 |
+
Unit Tag
|
| 44 |
+
Concept Introduction
|
| 45 |
+
Functions
|
| 46 |
+
Basic Information
|
| 47 |
+
Factions
|
| 48 |
+
Home
|
| 49 |
+
News
|
| 50 |
+
About Us
|
| 51 |
+
Careers
|
| 52 |
+
Business Affairs
|
| 53 |
+
Privacy Policy
|
| 54 |
+
Terms of Service
|
| 55 |
+
Help Center
|
| 56 |
+
General Guide
|
| 57 |
+
Tutorial
|
| 58 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhe8yn9bysd6.txt
ADDED
|
@@ -0,0 +1,52 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
Flow Control Node
|
| 4 |
+
I. General
|
| 5 |
+
1. Multiple Branches
|
| 6 |
+
Node Functions
|
| 7 |
+
Accepts one input parameter as the control expression (supports Integer or String).
|
| 8 |
+
Branches into multiple paths based on its value
|
| 9 |
+
When the value on an Output Pin equals the control expression, execution continues
|
| 10 |
+
along that Output Pin. If no pin matches, the [Default] pin is taken
|
| 11 |
+
Node Parameters
|
| 12 |
+
Paramete
|
| 13 |
+
r Type
|
| 14 |
+
Parameter Name
|
| 15 |
+
Type
|
| 16 |
+
Description
|
| 17 |
+
Input
|
| 18 |
+
Parameter
|
| 19 |
+
Control Expression
|
| 20 |
+
Generic
|
| 21 |
+
Only supports Intege
|
| 22 |
+
2. Double Branch
|
| 23 |
+
Node Functions
|
| 24 |
+
Branches into True or False based on the evaluated condition
|
| 25 |
+
When the Boolean is True, the [True] execution flow runs; when it is False, the [False]
|
| 26 |
+
execution flow runs
|
| 27 |
+
Node Parameters
|
| 28 |
+
Paramete
|
| 29 |
+
r Type
|
| 30 |
+
Parameter Name
|
| 31 |
+
Type
|
| 32 |
+
Description
|
| 33 |
+
Input
|
| 34 |
+
Parameter
|
| 35 |
+
Condition
|
| 36 |
+
Boolean
|
| 37 |
+
Event Nodes
|
| 38 |
+
Query Nodes
|
| 39 |
+
Node Introduction
|
| 40 |
+
Server Nodes
|
| 41 |
+
Flow Control Node
|
| 42 |
+
Home
|
| 43 |
+
News
|
| 44 |
+
About Us
|
| 45 |
+
Careers
|
| 46 |
+
Business Affairs
|
| 47 |
+
Privacy Policy
|
| 48 |
+
Terms of Service
|
| 49 |
+
Help Center
|
| 50 |
+
General Guide
|
| 51 |
+
Tutorial
|
| 52 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhei6orvcbkm.txt
ADDED
|
@@ -0,0 +1,33 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
Common Components
|
| 4 |
+
Components are functions that can be added to entities.
|
| 5 |
+
After adding components to an entity, the entity can use the corresponding functions,
|
| 6 |
+
and you can modify the component's data and logic through the node graph.
|
| 7 |
+
Common components can be freely added and deleted on prefabs or entities.
|
| 8 |
+
Some units will come with their commonly used components by default.
|
| 9 |
+
I. Editing Common Components
|
| 10 |
+
After selecting a prefab or entity, you can view the configured components or add and
|
| 11 |
+
delete components in the Common Components tab on the right
|
| 12 |
+
II. Component Life Cycle
|
| 13 |
+
Components can only be added to or removed from prefabs and entities during editing,
|
| 14 |
+
and cannot be dynamically added or removed during gameplay. Some components can
|
| 15 |
+
be enabled or disabled through node graphs
|
| 16 |
+
When an entity exists in the scene, its component functions will remain active until the
|
| 17 |
+
entity is destroyed or removed
|
| 18 |
+
Specialized Settings
|
| 19 |
+
Node Graphs
|
| 20 |
+
Concept Introduction
|
| 21 |
+
Functions
|
| 22 |
+
Common Components
|
| 23 |
+
Home
|
| 24 |
+
News
|
| 25 |
+
About Us
|
| 26 |
+
Careers
|
| 27 |
+
Business Affairs
|
| 28 |
+
Privacy Policy
|
| 29 |
+
Terms of Service
|
| 30 |
+
Help Center
|
| 31 |
+
General Guide
|
| 32 |
+
Tutorial
|
| 33 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhen7r0djxkg.txt
ADDED
|
@@ -0,0 +1,31 @@
|
|
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|
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|
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|
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|
|
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|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
|
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|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
/
|
| 4 |
+
Pop-Up UI Controls
|
| 5 |
+
I. Pop-Up Functions
|
| 6 |
+
An interface that appears while running a stage due to logic triggers. It is used to
|
| 7 |
+
provide information, hints, options, or interactions for players.
|
| 8 |
+
II. Editing Pop-Up Window
|
| 9 |
+
Title
|
| 10 |
+
Text shown in the title area (see the graph)
|
| 11 |
+
Text Content
|
| 12 |
+
Text in this area (see the graph) is the same as the content in the text box, supporting
|
| 13 |
+
the insertion of custom variables for players and stages
|
| 14 |
+
During stage runtime, the displayed text updates in real time as custom variables change
|
| 15 |
+
Text Box UI Controls
|
| 16 |
+
Progress Bar UI Controls
|
| 17 |
+
Concept Introduction
|
| 18 |
+
Assets
|
| 19 |
+
UI Controls
|
| 20 |
+
Pop-Up UI Controls
|
| 21 |
+
Home
|
| 22 |
+
News
|
| 23 |
+
About Us
|
| 24 |
+
Careers
|
| 25 |
+
Business Affairs
|
| 26 |
+
Privacy Policy
|
| 27 |
+
Terms of Service
|
| 28 |
+
Help Center
|
| 29 |
+
General Guide
|
| 30 |
+
Tutorial
|
| 31 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhesro0hyn5k.txt
ADDED
|
@@ -0,0 +1,40 @@
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
|
|
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|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
/
|
| 4 |
+
Scoreboard UI Controls
|
| 5 |
+
I. Scoreboard Functions
|
| 6 |
+
Displays the player's custom variables during stage runtime and ranks them accordingly
|
| 7 |
+
II. Editing the Scoreboard
|
| 8 |
+
Configuration Parameters
|
| 9 |
+
Description
|
| 10 |
+
Sort
|
| 11 |
+
Provide ascending and
|
| 12 |
+
descending order for values
|
| 13 |
+
Type
|
| 14 |
+
The selection of self, faction,
|
| 15 |
+
or type will affect the
|
| 16 |
+
configuration content of the
|
| 17 |
+
remaining parameters
|
| 18 |
+
III. Types of Scoreboard
|
| 19 |
+
Type
|
| 20 |
+
Scoreboard Style
|
| 21 |
+
Style Settings
|
| 22 |
+
Self
|
| 23 |
+
Faction
|
| 24 |
+
Timer UI Controls
|
| 25 |
+
Deck Selector UI Controls
|
| 26 |
+
Concept Introduction
|
| 27 |
+
Assets
|
| 28 |
+
UI Controls
|
| 29 |
+
Scoreboard UI Controls
|
| 30 |
+
Home
|
| 31 |
+
News
|
| 32 |
+
About Us
|
| 33 |
+
Careers
|
| 34 |
+
Business Affairs
|
| 35 |
+
Privacy Policy
|
| 36 |
+
Terms of Service
|
| 37 |
+
Help Center
|
| 38 |
+
General Guide
|
| 39 |
+
Tutorial
|
| 40 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhewyi0fjfvs.txt
ADDED
|
@@ -0,0 +1,180 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
UI Control Groups Management
|
| 4 |
+
UI Control Groups Management provides unified management of Interface Layouts and
|
| 5 |
+
UI Control Groups.
|
| 6 |
+
I. Entry Point
|
| 7 |
+
Click the System menu in the upper left corner and select [Manage UI Control Groups]
|
| 8 |
+
to open the management interface
|
| 9 |
+
It is divided into the Menu Bar, Library Window, Details Window, Preview Window,
|
| 10 |
+
Editing Button Area, and Parameter Configuration Window
|
| 11 |
+
II. UI Layout Management Tool
|
| 12 |
+
1. Interface Layout
|
| 13 |
+
By default, it includes the "Default Layout" interface, which contains the essential UI
|
| 14 |
+
Control Groups for Stage execution
|
| 15 |
+
The Interface Layout Library cannot be empty; it must contain at least one Interface
|
| 16 |
+
Layout
|
| 17 |
+
When switching between Interface Layouts, you can view the changes simultaneously in
|
| 18 |
+
the Layout Preview Window
|
| 19 |
+
Right-click to copy, paste, or rename
|
| 20 |
+
2. Interface Layout Details
|
| 21 |
+
The currently selected Interface Layout lists its contents, enumerated based on UI
|
| 22 |
+
Control Groups.
|
| 23 |
+
You can add UI Control Groups to the current Interface Layout through [Add UI
|
| 24 |
+
Control]
|
| 25 |
+
(1) Inherent Content
|
| 26 |
+
This category includes UI Control Groups that are essential for processes and functions.
|
| 27 |
+
When managed through the Node Graph, only the display state can be modified;
|
| 28 |
+
removal is not supported.
|
| 29 |
+
Position and size cannot be adjusted. Takes effect by default and cannot be changed.
|
| 30 |
+
Configuration
|
| 31 |
+
Parameters
|
| 32 |
+
Description
|
| 33 |
+
Index
|
| 34 |
+
Unique identifier for the current UI Control Group/UI Control
|
| 35 |
+
Initially Visible
|
| 36 |
+
Whether this UI Control Group is visible when the Stage runs and this
|
| 37 |
+
Interface Layout takes effect
|
| 38 |
+
(2) Custom
|
| 39 |
+
Custom or prefabricated UI Controls added through [Add UI Control] belong to this
|
| 40 |
+
category
|
| 41 |
+
When managed through the Node Graph, only display states can be modified; removal
|
| 42 |
+
is not supported
|
| 43 |
+
Position and size can be adjusted. Takes effect by default and cannot be changed.
|
| 44 |
+
Configuration
|
| 45 |
+
Parameters
|
| 46 |
+
Description
|
| 47 |
+
Index
|
| 48 |
+
Unique identifier for the current UI Control Group/UI Control
|
| 49 |
+
Initially Visible
|
| 50 |
+
Controls whether this UI Control Group is visible when the Interface L
|
| 51 |
+
takes effect
|
| 52 |
+
Text Box
|
| 53 |
+
Settings
|
| 54 |
+
Configure the color, font size, and content of the text box
|
| 55 |
+
3. Interface Layout Preview Window
|
| 56 |
+
Preview the basic visual effects of the Interface Layout being edited
|
| 57 |
+
You can adjust devices for comparison
|
| 58 |
+
4. Parameter Configuration Window
|
| 59 |
+
The default application configuration for the current Interface Layout, which serves as
|
| 60 |
+
the default Interface after a Player runs the Stage
|
| 61 |
+
[Open Player Editor] will transit to the Class configuration interface, where you can
|
| 62 |
+
configure its default Interface Layout
|
| 63 |
+
III. UI Control Groups Management Tool
|
| 64 |
+
1. UI Control Group Custom Templates
|
| 65 |
+
UI Control Groups saved as Custom Templates are enumerated here
|
| 66 |
+
Right-click to perform operations on the selected custom template
|
| 67 |
+
Rename the custom template for UI Control Group
|
| 68 |
+
Delete Selected Template
|
| 69 |
+
Delete the template. If there are references, all references (Interface Layouts and UI
|
| 70 |
+
Control Group Details) will be deleted together.
|
| 71 |
+
UI Control Group Details Window After saving the UI Control Group being edited as a
|
| 72 |
+
custom template, it will appear in the UI Control Group Library
|
| 73 |
+
When a custom template in the UI Control Group Library is selected
|
| 74 |
+
2. UI Control Group Details
|
| 75 |
+
Display enumeration of UI Control Groups being edited
|
| 76 |
+
Only UI Control Groups within this window can be edited
|
| 77 |
+
Template references in this interface support modifying and saving by overwriting the
|
| 78 |
+
template
|
| 79 |
+
Use [Add UI Control Template] to create a UI Control Group based on the prefabricated
|
| 80 |
+
UI control assets
|
| 81 |
+
(1) UI Control Group
|
| 82 |
+
(2) UI Control Group Preview Window.
|
| 83 |
+
3. Editing Button Area
|
| 84 |
+
The interaction below the preview window only affects the UI Control Group being edited
|
| 85 |
+
(1) UI Control Group — Multiple UI Controls
|
| 86 |
+
Configuration
|
| 87 |
+
Parameters
|
| 88 |
+
Description
|
| 89 |
+
Create
|
| 90 |
+
Combination
|
| 91 |
+
Packages the selected UI Controls into a combination
|
| 92 |
+
Delete multiple selected UI Control Groups
|
| 93 |
+
Configuration
|
| 94 |
+
Parameters
|
| 95 |
+
Description
|
| 96 |
+
Disband
|
| 97 |
+
Combination
|
| 98 |
+
Split the group into individual UI Control Groups and delete the combi
|
| 99 |
+
Delete this UI Control Group
|
| 100 |
+
Save Changes
|
| 101 |
+
If the group content is modified, you will be prompted to save and ove
|
| 102 |
+
Save as
|
| 103 |
+
Template
|
| 104 |
+
Save the current data as a new UI Control Group template
|
| 105 |
+
(2) UI Control Group — Single UI Control
|
| 106 |
+
Configuration
|
| 107 |
+
Parameters
|
| 108 |
+
Description
|
| 109 |
+
Delete this UI Control Group
|
| 110 |
+
Save Changes
|
| 111 |
+
If the UI Control Group on this Interface changes, you will be prompte
|
| 112 |
+
(overwrite)
|
| 113 |
+
Save as
|
| 114 |
+
Template
|
| 115 |
+
Save the current data as a new UI Control Group template
|
| 116 |
+
4. Parameter Configuration Window
|
| 117 |
+
(1) UI Control Group — Multiple UI Controls
|
| 118 |
+
Configuration
|
| 119 |
+
Parameters
|
| 120 |
+
Description
|
| 121 |
+
Initially Visible
|
| 122 |
+
Default display state when the UI Control Group template is activated
|
| 123 |
+
Location
|
| 124 |
+
Location on the Interface Layout
|
| 125 |
+
Size
|
| 126 |
+
Not editable. Represents the maximum bounds of the UI Control Grou
|
| 127 |
+
Layer
|
| 128 |
+
Represents the display layer of the UI Control Group
|
| 129 |
+
(2) UI Control Group — Single UI Control
|
| 130 |
+
Configuration
|
| 131 |
+
Parameters
|
| 132 |
+
Description
|
| 133 |
+
Initially Visible
|
| 134 |
+
Default display state when the UI Control Group template is activated
|
| 135 |
+
Location
|
| 136 |
+
Location on the Interface Layout
|
| 137 |
+
Size
|
| 138 |
+
Not editable. Represents the maximum bounds of the UI Control Grou
|
| 139 |
+
Layer
|
| 140 |
+
Represents the display layer of the UI Control Group
|
| 141 |
+
Main Camera
|
| 142 |
+
Concept Introduction
|
| 143 |
+
Advanced Concepts
|
| 144 |
+
UI Control Groups Management
|
| 145 |
+
Rename
|
| 146 |
+
|
| 147 |
+
Delete Template
|
| 148 |
+
|
| 149 |
+
If there is no reference to a custom template in the UI Control Group Details,
|
| 150 |
+
clicking a target in the library will create a reference in UI Control Group Details
|
| 151 |
+
and select it by default for editing. After editing, you can overwrite the template
|
| 152 |
+
content or save it as a new template.
|
| 153 |
+
|
| 154 |
+
If a reference to this template already exists in UI Control Group Details, a single
|
| 155 |
+
click selects the corresponding reference in "UI Control Group Details" for
|
| 156 |
+
overwriting and modifying the template content.
|
| 157 |
+
|
| 158 |
+
Select multiple UI Controls/UI Control Groups using the mouse or by holding Shift.
|
| 159 |
+
|
| 160 |
+
Right-click [Create Combination], or click [Create Combination] in the Editing Button
|
| 161 |
+
Area to generate a UI control group composite and create an Index.
|
| 162 |
+
|
| 163 |
+
An individual UI Control can also be directly [Saved] to generate a UI Control
|
| 164 |
+
Group and generate an index.
|
| 165 |
+
|
| 166 |
+
Preview the basic effects of the UI Control Group being edited.
|
| 167 |
+
|
| 168 |
+
You can adjust devices for comparison
|
| 169 |
+
|
| 170 |
+
Home
|
| 171 |
+
News
|
| 172 |
+
About Us
|
| 173 |
+
Careers
|
| 174 |
+
Business Affairs
|
| 175 |
+
Privacy Policy
|
| 176 |
+
Terms of Service
|
| 177 |
+
Help Center
|
| 178 |
+
General Guide
|
| 179 |
+
Tutorial
|
| 180 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhexhcr1qjh2.txt
ADDED
|
@@ -0,0 +1,42 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
/
|
| 2 |
+
Combat Preset
|
| 3 |
+
I. Edit Module Switch
|
| 4 |
+
Use the left sidebar to switch Edit Modules, listed from top to bottom as:
|
| 5 |
+
II. Create and Save
|
| 6 |
+
Use the New button in the Assets Bar to create content for the currently selected Edit
|
| 7 |
+
Module.
|
| 8 |
+
Changes made in the Character and Class Editing module are saved automatically.
|
| 9 |
+
Changes to Unit Statuses, Skills, Local Projectiles, and Items must be saved manually.
|
| 10 |
+
A yellow exclamation mark in the Assets Bar (as shown in the image) indicates unsaved
|
| 11 |
+
content. Use the Save button at the bottom (as shown) to save or save as new content.
|
| 12 |
+
III. Switch Gender
|
| 13 |
+
Use the gender toggle at the bottom to switch the model's gender in the Miliastra
|
| 14 |
+
Sandbox.
|
| 15 |
+
IV. Reset Camera
|
| 16 |
+
In the Combat Preset module, right-click an empty area of the scene to open the Reset
|
| 17 |
+
Camera option. Selecting it returns the Camera to its initial state
|
| 18 |
+
Prefab Library
|
| 19 |
+
Stage Settings
|
| 20 |
+
Interface Guide
|
| 21 |
+
Combat Preset
|
| 22 |
+
Player and Class Editor: Player Character Classes
|
| 23 |
+
|
| 24 |
+
Unit Status Editor: Unit Status
|
| 25 |
+
|
| 26 |
+
Skill Editor: Skill
|
| 27 |
+
|
| 28 |
+
Local Projectile Editor: Local Projectile
|
| 29 |
+
|
| 30 |
+
Item Editor: Items
|
| 31 |
+
|
| 32 |
+
Home
|
| 33 |
+
News
|
| 34 |
+
About Us
|
| 35 |
+
Careers
|
| 36 |
+
Business Affairs
|
| 37 |
+
Privacy Policy
|
| 38 |
+
Terms of Service
|
| 39 |
+
Help Center
|
| 40 |
+
General Guide
|
| 41 |
+
Tutorial
|
| 42 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mheybl0mdcqo.txt
ADDED
|
@@ -0,0 +1,20 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
| 1 |
+
/
|
| 2 |
+
Advanced Concepts
|
| 3 |
+
When certain data must be pre-defined at the global level of a stage in order to be
|
| 4 |
+
accessed and utilized by multiple units or modules, it is referred to as an "advanced
|
| 5 |
+
concept."
|
| 6 |
+
Assets
|
| 7 |
+
Other Concepts
|
| 8 |
+
Concept Introduction
|
| 9 |
+
Advanced Concepts
|
| 10 |
+
Home
|
| 11 |
+
News
|
| 12 |
+
About Us
|
| 13 |
+
Careers
|
| 14 |
+
Business Affairs
|
| 15 |
+
Privacy Policy
|
| 16 |
+
Terms of Service
|
| 17 |
+
Help Center
|
| 18 |
+
General Guide
|
| 19 |
+
Tutorial
|
| 20 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhf45sisuup8.txt
ADDED
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@@ -0,0 +1,117 @@
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|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
/
|
| 4 |
+
Rank
|
| 5 |
+
I. Rank Functions
|
| 6 |
+
The Rank Function allows creators (Craftspeople) to define player rank points within a
|
| 7 |
+
stage. During stage settlement, players will receive different rank points based on
|
| 8 |
+
different settlement status. The points for each state can be customized by the creator
|
| 9 |
+
(Craftsperson).
|
| 10 |
+
When other players browse the stage information in the main hall, they can see
|
| 11 |
+
recorded ranking information, as shown in the graph below:
|
| 12 |
+
At the end of the match, players' rank points will be calculated accordingly
|
| 13 |
+
II. Editing Score Groups
|
| 14 |
+
Click [Manage Peripheral System] in the System menu to enter the Peripheral System
|
| 15 |
+
Settings interface
|
| 16 |
+
In the Peripheral System Settings interface, go to the Rank tab to configure Rankings-
|
| 17 |
+
related settings
|
| 18 |
+
Rank points are modified through preset score group templates, with each player in the
|
| 19 |
+
match using one score group template. Click the "New Scoring Group" button in the
|
| 20 |
+
bottom right to create a new score group template
|
| 21 |
+
Enable competitive ranking?: Choose to enable either the Leaderboard or Rank Function
|
| 22 |
+
Enable in-room score calculation: Whether to allow rank points adjustments when
|
| 23 |
+
players play this stage through room teams instead of matchmaking
|
| 24 |
+
Craftsperson's Message: Allows creators (Craftspeople) to write detailed Rank Points
|
| 25 |
+
Scoring Rules that will be displayed in the stage information interface outside of matches
|
| 26 |
+
Score Group Settings: Specific point value settings for each score group template
|
| 27 |
+
Score Group Name: Can be customized, used by creators (Craftspeople) to
|
| 28 |
+
distinguish between different score groups
|
| 29 |
+
ID: The identifier for this score group, used to identify when modifying score group
|
| 30 |
+
data within a node graph
|
| 31 |
+
Victory Score: Rank points earned when a player settles with the victory state
|
| 32 |
+
Defeat Score: Rank points earned when a player settles with the defeat state
|
| 33 |
+
Undecided Score: Rank points awarded when a player completes a stage in the
|
| 34 |
+
undefined state
|
| 35 |
+
Escape Score: Rank points earned when a player settles with the escape state
|
| 36 |
+
Players Included: Which players this score group applies to
|
| 37 |
+
III. Rank Score Template Configuration
|
| 38 |
+
Suggestions
|
| 39 |
+
It is recommended to configure the scores according to the expected duration of the
|
| 40 |
+
gameplay and the actual playing experience, referring to the following score table.
|
| 41 |
+
Expected Gameplay
|
| 42 |
+
Duration (minutes)
|
| 43 |
+
Victory
|
| 44 |
+
Defeat
|
| 45 |
+
0-2
|
| 46 |
+
20
|
| 47 |
+
-5
|
| 48 |
+
2-4
|
| 49 |
+
40
|
| 50 |
+
-10
|
| 51 |
+
4-6
|
| 52 |
+
60
|
| 53 |
+
-15
|
| 54 |
+
6-8
|
| 55 |
+
80
|
| 56 |
+
-20
|
| 57 |
+
8-10
|
| 58 |
+
100
|
| 59 |
+
-25
|
| 60 |
+
10-15
|
| 61 |
+
120
|
| 62 |
+
-30
|
| 63 |
+
15-20
|
| 64 |
+
140
|
| 65 |
+
-35
|
| 66 |
+
20-30
|
| 67 |
+
160
|
| 68 |
+
-40
|
| 69 |
+
30-40
|
| 70 |
+
180
|
| 71 |
+
-45
|
| 72 |
+
40-999
|
| 73 |
+
200
|
| 74 |
+
-50
|
| 75 |
+
IV. Special Situations for Rank Score Handling
|
| 76 |
+
1. Fleeing Penalties in Special Circumstances
|
| 77 |
+
Players may flee for various reasons, such as a large number of teammates fleeing or
|
| 78 |
+
AFK, disconnection due to network issues, or the match becoming unplayable due to a
|
| 79 |
+
significant power imbalance in the later stages. Creators (Craftspeople) can handle
|
| 80 |
+
fleeing penalties based on the actual situation of the stage.
|
| 81 |
+
2. Win Streak
|
| 82 |
+
When players achieve consecutive wins, they can be given additional score rewards
|
| 83 |
+
based on a certain percentage of their victory points.
|
| 84 |
+
3. Consecutive Escapes
|
| 85 |
+
When players escape consecutively, additional penalties can be applied.
|
| 86 |
+
4. Rank Protection
|
| 87 |
+
It is recommended to implement a rank protection mechanism. For example, if a player
|
| 88 |
+
reaches the Silver rank and losing points would cause them to drop to the Bronze rank,
|
| 89 |
+
they should be protected from dropping.
|
| 90 |
+
If any of the above special handling measures are implemented, it is suggested that
|
| 91 |
+
creators (Craftspeople) explain them in the rank-related announcements.
|
| 92 |
+
V. Node Graph Management of Score Group Data
|
| 93 |
+
Leaderboard
|
| 94 |
+
Achievements
|
| 95 |
+
Concept Introduction
|
| 96 |
+
Advanced Concepts
|
| 97 |
+
Peripheral System
|
| 98 |
+
Rank
|
| 99 |
+
Switch the scoring group that affects playher's competitive rank
|
| 100 |
+
|
| 101 |
+
Set Player Rank Score Change
|
| 102 |
+
|
| 103 |
+
Get Player Rank Score Change
|
| 104 |
+
|
| 105 |
+
Get Player Rank Info
|
| 106 |
+
|
| 107 |
+
Home
|
| 108 |
+
News
|
| 109 |
+
About Us
|
| 110 |
+
Careers
|
| 111 |
+
Business Affairs
|
| 112 |
+
Privacy Policy
|
| 113 |
+
Terms of Service
|
| 114 |
+
Help Center
|
| 115 |
+
General Guide
|
| 116 |
+
Tutorial
|
| 117 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhfc0lr1tcke.txt
ADDED
|
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|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
/
|
| 4 |
+
Scan Tag
|
| 5 |
+
I. What is the Scan Function
|
| 6 |
+
The scan function allows players to select an entity during gameplay by using the
|
| 7 |
+
camera.
|
| 8 |
+
The scanned target can be configured to display special effects, such as unique icons
|
| 9 |
+
or special effects.
|
| 10 |
+
In skill usage logic, scanned targets can also be retrieved via nodes from the relevant
|
| 11 |
+
node graph, allowing selection of specific skill targets.
|
| 12 |
+
Whether an entity can be scanned and its status display after being scanned can be
|
| 13 |
+
defined through scan tags and implemented through scan components to assign logic
|
| 14 |
+
to prefabs and entities.
|
| 15 |
+
II. Editing Scan Tags
|
| 16 |
+
A scan tag defines the filtering logic and display settings for a scannable object. It must
|
| 17 |
+
be defined globally in advance. Access the scan tag definition interface via "Scan Tag
|
| 18 |
+
Management" in the system menu
|
| 19 |
+
After entering the Scan Tag Definition interface, the editing interface will be divided into
|
| 20 |
+
three main sections:
|
| 21 |
+
1. Scan Tag List
|
| 22 |
+
2. Scan Tag Effect Preview
|
| 23 |
+
3. Scan Tag Logic Configuration
|
| 24 |
+
1. Scan Tag List
|
| 25 |
+
All defined scan tags can be found in this interface, making it convenient for creators
|
| 26 |
+
(Craftspeople) to filter and search globally
|
| 27 |
+
Click the "Create New Scan Tag Template" button to add a new scan tag
|
| 28 |
+
2. Scan Tag Logic Configuration
|
| 29 |
+
The configuration section determines the rules by which prefabs and entities with this
|
| 30 |
+
tag will be scanned during gameplay, and their behaviors when scanned. It is divided
|
| 31 |
+
into two tabs: "Status Performance" and "Effective Conditions"
|
| 32 |
+
(1) Basic Definition
|
| 33 |
+
Scan Tag Name: The name of the scan tag, used for identification only
|
| 34 |
+
Configuration ID: Data type serves as the configuration ID, which is the unique identifier
|
| 35 |
+
of this scan tag, used to index this scan tag within the node graph
|
| 36 |
+
(2) Status Performance
|
| 37 |
+
Icon Settings: When a prefab or entity with this scan tag is selected by the scan logic, a
|
| 38 |
+
hint icon will appear. This section configures the related display properties of that icon
|
| 39 |
+
Select Icon: Configure an icon resource group corresponding to different selection
|
| 40 |
+
states. This field can be left empty, in which case no icon will be displayed. Up to two
|
| 41 |
+
icons can appear on-screen simultaneously
|
| 42 |
+
Attachment Point: The icon is displayed at the attachment point of the
|
| 43 |
+
corresponding entity's name
|
| 44 |
+
Offset: The offset position of the icon
|
| 45 |
+
Selection State: For a scannable entity, there are three selection states. The icon
|
| 46 |
+
display differs for each state
|
| 47 |
+
Active State: The state when currently selected by the scan function. Only one
|
| 48 |
+
entity can be in the active state at any given moment
|
| 49 |
+
Available State: The state when active state conditions are met but not yet
|
| 50 |
+
activated, usually due to the existence of other higher-priority targets that are already
|
| 51 |
+
active
|
| 52 |
+
Disabled State: The state when effective conditions are not yet met
|
| 53 |
+
The corresponding runtime behavior is illustrated in the graph below:
|
| 54 |
+
Special Effects Settings
|
| 55 |
+
Activated Status Effects: Effect configuration that will be applied when an entity carrying
|
| 56 |
+
the scan tag component is in the active state
|
| 57 |
+
VFX Assets: Creators (Craftspeople) can select a suitable special effect asset here
|
| 58 |
+
to apply as the effect
|
| 59 |
+
Attachment Point: The effect is applied at the corresponding unit's attachment point
|
| 60 |
+
and automatically follows its position and rotation
|
| 61 |
+
Zoom Factor: The actual scale at which the effect asset is played
|
| 62 |
+
Offset: Additional offset based on the above attachment point position
|
| 63 |
+
Rotation: Additional rotation applied relative to the attachment point above
|
| 64 |
+
Available Status Effects: Effect setting that will be applied when an entity carrying the
|
| 65 |
+
scan component is in the available state
|
| 66 |
+
The configurable parameters are consistent with the activated status effects
|
| 67 |
+
Disable Status Effects: Effect configuration that will be applied when an entity carrying
|
| 68 |
+
the scan component is in a disabled state
|
| 69 |
+
The configurable parameters are consistent with the activated status effects
|
| 70 |
+
(3) Effective Conditions
|
| 71 |
+
The effective conditions describe the conditions which must be met to put a scannable
|
| 72 |
+
entity into the available state
|
| 73 |
+
Local Filter: Boolean filter and integer filter can be selected
|
| 74 |
+
Filter Node Graph::Can be associated with a local filter node graph of the selected
|
| 75 |
+
type. If the return value of the local filter does not meet the conditions, the entity will not
|
| 76 |
+
participate in the state calculation and will be considered as a non-scannable object.
|
| 77 |
+
Obstacle Detection: Obstacle detection is used to verify line-of-sight between the local-
|
| 78 |
+
controlled character and scanned entities. It determines whether there are obstructions
|
| 79 |
+
between the character and the scanned object. When enabled, if the ray detection fails,
|
| 80 |
+
the entity will be disabled.
|
| 81 |
+
Obstacle Detection Point: The name of the unit attachment point on the scanned object.
|
| 82 |
+
This serves as the target point for ray detection
|
| 83 |
+
Ignore Water Surface: When enabled, if a water surface collider is detected between
|
| 84 |
+
the player and entity, it will be ignored and treated as if there is no obstruction
|
| 85 |
+
Distance Detection: Used to define the available range of a scannable entity. This
|
| 86 |
+
determines the distance within which the scannable object and local character are
|
| 87 |
+
available
|
| 88 |
+
Distance Detection Point: Distance detection evaluation is based on the position of the
|
| 89 |
+
configured unit attachment point
|
| 90 |
+
Detection Range: If the scanned entity is not within the configured range, it will be
|
| 91 |
+
disabled. The range can be previewed directly in the scene
|
| 92 |
+
Line of Sight Detection: Line of sight detection is used to determine whether there are
|
| 93 |
+
any obstacles between the local camera and the scanned object. When enabled, if the
|
| 94 |
+
ray detection fails, the entity will be disabled.
|
| 95 |
+
Line of Sight Detection Point: The unit attachment point on the scanned object used as
|
| 96 |
+
the target for ray detection
|
| 97 |
+
Ignore Water Surface: When enabled, if a water surface is detected between the local
|
| 98 |
+
camera and entity, it will be ignored and treated as if there is no obstruction
|
| 99 |
+
Ignore Obstacles: When enabled, line of sight detection ignores all obstacles
|
| 100 |
+
FOV Range Settings: Requires that the scanned entity must be within an elliptical area
|
| 101 |
+
at the center of the screen, otherwise the entity will be disabled
|
| 102 |
+
FOV Detection Point: Detection is based on the unit attachment point position as
|
| 103 |
+
set on the entity
|
| 104 |
+
Ellipse Horizontal Axis Ratio: The ratio of the ellipse's left and right borders relative
|
| 105 |
+
to the screen width
|
| 106 |
+
Ellipse Vertical Axis Ratio: The ratio of the ellipse's top and bottom borders to the
|
| 107 |
+
screen height
|
| 108 |
+
Click "Preview FOV" below to visually preview the effective range, as shown in the
|
| 109 |
+
following graph:
|
| 110 |
+
III. Editing Scan Tag Components
|
| 111 |
+
1. Adding Components
|
| 112 |
+
(1) In the Entity or Prefab editing interface, open the Component Editing Tab
|
| 113 |
+
(2) Click "Add Components" below, then select and click "Scan Tag" to add it
|
| 114 |
+
2. Scan Tag Component Settings
|
| 115 |
+
The scan tag component can be configured with multiple alternative scan tag templates,
|
| 116 |
+
but only one scan tag can take effect during gameplay. This can be dynamically
|
| 117 |
+
switched using node graphs
|
| 118 |
+
Initially Effective: Default active scan tag
|
| 119 |
+
Scan Tag List: All scan tags contained in this component
|
| 120 |
+
Click Advanced Editing to enter the editing interface
|
| 121 |
+
In this interface, click the Add button to add a new scan tag and set its scan tag
|
| 122 |
+
template reference
|
| 123 |
+
Scan Tag ID: Used as an identifier when switching node graphs dynamically
|
| 124 |
+
Initially Effective: Determines whether the scan tag is active initially. Only one scan tag
|
| 125 |
+
can be active at a time
|
| 126 |
+
Reference Scan Tag: Select and reference pre-defined global scan tags
|
| 127 |
+
IV. Scan Tag Filtering Logic
|
| 128 |
+
The previous section on Scan Tag Logic Configuration introduced under what conditions
|
| 129 |
+
a single scan object would be considered available. When multiple available scan
|
| 130 |
+
objects are present simultaneously, only one scan object will be set to the active state.
|
| 131 |
+
The filtering rules are defined by the class attribute "Scan Tag Recognition Rules"
|
| 132 |
+
For more class information, please check Classes
|
| 133 |
+
Scan Tag Recognition Rules: Rules for filtering active units from all available Scanned
|
| 134 |
+
Objects
|
| 135 |
+
Distance From Center of FOV: Scan tags closest to the center of the view are
|
| 136 |
+
prioritized for activation
|
| 137 |
+
Actual Position Distance: Gives priority to activating scan tags nearest to the player
|
| 138 |
+
character
|
| 139 |
+
V. Scan Tag Node Graph Nodes
|
| 140 |
+
Server Nodes
|
| 141 |
+
Client Node
|
| 142 |
+
Shop Component
|
| 143 |
+
Mini-Map Marker
|
| 144 |
+
Concept Introduction
|
| 145 |
+
Functions
|
| 146 |
+
Common Components
|
| 147 |
+
Scan Tag
|
| 148 |
+
Set Scan Tag Rules
|
| 149 |
+
|
| 150 |
+
Set Scan Component's Active Scan Tag ID
|
| 151 |
+
|
| 152 |
+
Get Current Active Scan Tag Config ID
|
| 153 |
+
|
| 154 |
+
Get All Valid Entities That Are Scannable by Scan Component
|
| 155 |
+
|
| 156 |
+
Get Entity Currently Scanned by Scan Component
|
| 157 |
+
|
| 158 |
+
Get Entity's Current Active Scan Tags
|
| 159 |
+
|
| 160 |
+
Get Entity's Scan Status
|
| 161 |
+
|
| 162 |
+
Home
|
| 163 |
+
News
|
| 164 |
+
About Us
|
| 165 |
+
Careers
|
| 166 |
+
Business Affairs
|
| 167 |
+
Privacy Policy
|
| 168 |
+
Terms of Service
|
| 169 |
+
Help Center
|
| 170 |
+
General Guide
|
| 171 |
+
Tutorial
|
| 172 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhfmxw9fn6n6.txt
ADDED
|
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|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
Operation Nodes
|
| 4 |
+
I. General
|
| 5 |
+
1. Enumeration Match
|
| 6 |
+
Node Functions
|
| 7 |
+
After confirming the Enumeration type, determines whether the two input values are
|
| 8 |
+
equal
|
| 9 |
+
Node Parameters
|
| 10 |
+
Paramete
|
| 11 |
+
r Type
|
| 12 |
+
Parameter Name
|
| 13 |
+
Type
|
| 14 |
+
Description
|
| 15 |
+
Input
|
| 16 |
+
Parameter
|
| 17 |
+
Enumeration 1
|
| 18 |
+
Generic
|
| 19 |
+
Input
|
| 20 |
+
Parameter
|
| 21 |
+
Enumeration 2
|
| 22 |
+
Generic
|
| 23 |
+
Output
|
| 24 |
+
Parameter
|
| 25 |
+
Result
|
| 26 |
+
Boolean
|
| 27 |
+
Output True if equal,
|
| 28 |
+
2. Equal
|
| 29 |
+
Node Functions
|
| 30 |
+
Determines whether two inputs are equal
|
| 31 |
+
Some Parameter Types have special comparison rules:
|
| 32 |
+
Floating Point Numbers: Floating Point Numbers are compared using approximate
|
| 33 |
+
equality. When the difference between two Floating Point Numbers is less than an
|
| 34 |
+
extremely small value, the two numbers are considered equal. For example: 2.0000001
|
| 35 |
+
and 2.0 are considered equal
|
| 36 |
+
3D Vector: The x, y, and z components of a 3D Vector are compared using Floating
|
| 37 |
+
Point approximate equality
|
| 38 |
+
Node Parameters
|
| 39 |
+
Parameter Type
|
| 40 |
+
Parameter Name
|
| 41 |
+
Type
|
| 42 |
+
Input Parameter
|
| 43 |
+
Generic
|
| 44 |
+
Input Parameter
|
| 45 |
+
Generic
|
| 46 |
+
Output Parameter
|
| 47 |
+
Result
|
| 48 |
+
Boolean
|
| 49 |
+
3. Data Type Conversion
|
| 50 |
+
Node Functions
|
| 51 |
+
Converts input parameter types to another type for output. For specific rules, see Basic
|
| 52 |
+
Concepts - [Conversion Rules Between Basic Data Types]
|
| 53 |
+
Node Parameters
|
| 54 |
+
Parameter Type
|
| 55 |
+
Parameter Name
|
| 56 |
+
Type
|
| 57 |
+
Input Parameter
|
| 58 |
+
Input
|
| 59 |
+
Generic
|
| 60 |
+
Output Parameter
|
| 61 |
+
Conversion Result
|
| 62 |
+
Generic
|
| 63 |
+
II. Math
|
| 64 |
+
1. Split 3D Vector
|
| 65 |
+
Node Functions
|
| 66 |
+
Outputs the x, y, and z components of a 3D Vector as three Floating Point Numbers
|
| 67 |
+
Node Parameters
|
| 68 |
+
Parameter Type
|
| 69 |
+
Parameter Name
|
| 70 |
+
Type
|
| 71 |
+
Input Parameter
|
| 72 |
+
3D Vector
|
| 73 |
+
3D Vector
|
| 74 |
+
Output Parameter
|
| 75 |
+
X-Component
|
| 76 |
+
Floating Point Numb
|
| 77 |
+
Output Parameter
|
| 78 |
+
Y-Component
|
| 79 |
+
Floating Point Numb
|
| 80 |
+
Output Parameter
|
| 81 |
+
Z-Component
|
| 82 |
+
Floating Point Numb
|
| 83 |
+
2. Orientation to Rotation
|
| 84 |
+
Node Functions
|
| 85 |
+
Converts a Direction Vector to Euler Angles
|
| 86 |
+
Node Parameters
|
| 87 |
+
Parameter Type
|
| 88 |
+
Parameter Name
|
| 89 |
+
Type
|
| 90 |
+
Input Parameter
|
| 91 |
+
Orientation
|
| 92 |
+
3D Vector
|
| 93 |
+
Output Parameter
|
| 94 |
+
Rotate
|
| 95 |
+
3D Vector
|
| 96 |
+
3. Multiplication
|
| 97 |
+
Node Functions
|
| 98 |
+
Performs multiplication, supporting Floating Point and Integer multiplication
|
| 99 |
+
Node Parameters
|
| 100 |
+
Parameter Type
|
| 101 |
+
Parameter Name
|
| 102 |
+
Type
|
| 103 |
+
Input Parameter
|
| 104 |
+
Generic
|
| 105 |
+
Input Parameter
|
| 106 |
+
Generic
|
| 107 |
+
Output Parameter
|
| 108 |
+
Result
|
| 109 |
+
Generic
|
| 110 |
+
4. Division
|
| 111 |
+
Node Functions
|
| 112 |
+
Performs division, supporting Floating Point division and Integer division. Integer division
|
| 113 |
+
returns the quotient result
|
| 114 |
+
The divisor should not be 0, otherwise it may return an illegal value
|
| 115 |
+
Node Parameters
|
| 116 |
+
Parameter Type
|
| 117 |
+
Parameter Name
|
| 118 |
+
Type
|
| 119 |
+
Input Parameter
|
| 120 |
+
Generic
|
| 121 |
+
Input Parameter
|
| 122 |
+
Generic
|
| 123 |
+
Output Parameter
|
| 124 |
+
Result
|
| 125 |
+
Generic
|
| 126 |
+
5. Arccosine Function
|
| 127 |
+
Node Functions
|
| 128 |
+
Calculates the arccosine of the input and returns the value in radians
|
| 129 |
+
Node Parameters
|
| 130 |
+
Parameter Type
|
| 131 |
+
Parameter Name
|
| 132 |
+
Type
|
| 133 |
+
Input Parameter
|
| 134 |
+
Input
|
| 135 |
+
Floating Point Numb
|
| 136 |
+
Output Parameter
|
| 137 |
+
Radian
|
| 138 |
+
Floating Point Numb
|
| 139 |
+
6. Arctangent Function
|
| 140 |
+
Node Functions
|
| 141 |
+
Calculates the arctangent of the input and returns the value in radians
|
| 142 |
+
Node Parameters
|
| 143 |
+
Parameter Type
|
| 144 |
+
Parameter Name
|
| 145 |
+
Type
|
| 146 |
+
Input Parameter
|
| 147 |
+
Input
|
| 148 |
+
Floating Point Numb
|
| 149 |
+
Output Parameter
|
| 150 |
+
Radian
|
| 151 |
+
Floating Point Numb
|
| 152 |
+
7. Arcsine Function
|
| 153 |
+
Node Functions
|
| 154 |
+
Calculates the arcsine of the input and returns the value in radians
|
| 155 |
+
Node Parameters
|
| 156 |
+
Parameter Type
|
| 157 |
+
Parameter Name
|
| 158 |
+
Type
|
| 159 |
+
Input Parameter
|
| 160 |
+
Input
|
| 161 |
+
Floating Point Numb
|
| 162 |
+
Output Parameter
|
| 163 |
+
Radian
|
| 164 |
+
Floating Point Numb
|
| 165 |
+
8. Direction Vector to Rotation
|
| 166 |
+
Node Functions
|
| 167 |
+
Converts the Forward Vector and Upward Vector to Euler Angles
|
| 168 |
+
Node Parameters
|
| 169 |
+
Parameter Type
|
| 170 |
+
Parameter Name
|
| 171 |
+
Type
|
| 172 |
+
Input Parameter
|
| 173 |
+
Forward Vector
|
| 174 |
+
3D Vector
|
| 175 |
+
Input Parameter
|
| 176 |
+
Upward Vector
|
| 177 |
+
3D Vector
|
| 178 |
+
Output Parameter
|
| 179 |
+
Rotate
|
| 180 |
+
3D Vector
|
| 181 |
+
9. Radians to Degrees
|
| 182 |
+
Node Functions
|
| 183 |
+
Converts radians to degrees
|
| 184 |
+
Node Parameters
|
| 185 |
+
Parameter Type
|
| 186 |
+
Parameter Name
|
| 187 |
+
Type
|
| 188 |
+
Input Parameter
|
| 189 |
+
Radian
|
| 190 |
+
Floating Point Numb
|
| 191 |
+
Output Parameter
|
| 192 |
+
Angle
|
| 193 |
+
Floating Point Numb
|
| 194 |
+
10. Get Random Number
|
| 195 |
+
Node Functions
|
| 196 |
+
Returns a random number in [Lower Limit, Upper Limit] (inclusive)
|
| 197 |
+
Node Parameters
|
| 198 |
+
Parameter Type
|
| 199 |
+
Parameter Name
|
| 200 |
+
Type
|
| 201 |
+
Input Parameter
|
| 202 |
+
Lower Limit
|
| 203 |
+
Generic
|
| 204 |
+
Input Parameter
|
| 205 |
+
Upper Limit
|
| 206 |
+
Generic
|
| 207 |
+
Output Parameter
|
| 208 |
+
Random Number
|
| 209 |
+
Generic
|
| 210 |
+
11. Addition
|
| 211 |
+
Node Functions
|
| 212 |
+
Adds two Floating Point Numbers or Integers
|
| 213 |
+
Node Parameters
|
| 214 |
+
Parameter Type
|
| 215 |
+
Parameter Name
|
| 216 |
+
Type
|
| 217 |
+
Input Parameter
|
| 218 |
+
Generic
|
| 219 |
+
Input Parameter
|
| 220 |
+
Generic
|
| 221 |
+
Output Parameter
|
| 222 |
+
Result
|
| 223 |
+
Generic
|
| 224 |
+
12. Subtraction
|
| 225 |
+
Node Functions
|
| 226 |
+
Subtracts two Floating Point Numbers or Integers
|
| 227 |
+
Node Parameters
|
| 228 |
+
Parameter Type
|
| 229 |
+
Parameter Name
|
| 230 |
+
Type
|
| 231 |
+
Input Parameter
|
| 232 |
+
Generic
|
| 233 |
+
Input Parameter
|
| 234 |
+
Generic
|
| 235 |
+
Output Parameter
|
| 236 |
+
Result
|
| 237 |
+
Generic
|
| 238 |
+
13. Degrees to Radians
|
| 239 |
+
Node Functions
|
| 240 |
+
Converts degrees to radians
|
| 241 |
+
Node Parameters
|
| 242 |
+
Parameter Type
|
| 243 |
+
Parameter Name
|
| 244 |
+
Type
|
| 245 |
+
Input Parameter
|
| 246 |
+
Angle
|
| 247 |
+
Floating Point Numb
|
| 248 |
+
Output Parameter
|
| 249 |
+
Radian
|
| 250 |
+
Floating Point Numb
|
| 251 |
+
14. Absolute Value Operation
|
| 252 |
+
Node Functions
|
| 253 |
+
Returns the absolute value of the input
|
| 254 |
+
Node Parameters
|
| 255 |
+
Parameter Type
|
| 256 |
+
Parameter Name
|
| 257 |
+
Type
|
| 258 |
+
Input Parameter
|
| 259 |
+
Input
|
| 260 |
+
Generic
|
| 261 |
+
Output Parameter
|
| 262 |
+
Result
|
| 263 |
+
Generic
|
| 264 |
+
15. Logical NOT Operation
|
| 265 |
+
Node Functions
|
| 266 |
+
Performs a logical NOT operation on the input Boolean value and returns the result
|
| 267 |
+
Node Parameters
|
| 268 |
+
Parameter Type
|
| 269 |
+
Parameter Name
|
| 270 |
+
Type
|
| 271 |
+
Input Parameter
|
| 272 |
+
Condition
|
| 273 |
+
Boolean
|
| 274 |
+
Output Parameter
|
| 275 |
+
Result
|
| 276 |
+
Boolean
|
| 277 |
+
16. Logical OR Operation
|
| 278 |
+
Node Functions
|
| 279 |
+
Performs a logical OR operation on the two input Boolean values and returns the result
|
| 280 |
+
Node Parameters
|
| 281 |
+
Parameter Type
|
| 282 |
+
Parameter Name
|
| 283 |
+
Type
|
| 284 |
+
Input Parameter
|
| 285 |
+
Condition 1
|
| 286 |
+
Boolean
|
| 287 |
+
Input Parameter
|
| 288 |
+
Condition 2
|
| 289 |
+
Boolean
|
| 290 |
+
Output Parameter
|
| 291 |
+
Result
|
| 292 |
+
Boolean
|
| 293 |
+
17. Logical XOR Operation
|
| 294 |
+
Node Functions
|
| 295 |
+
Performs a logical XOR operation on the two input Boolean values and returns the result
|
| 296 |
+
Node Parameters
|
| 297 |
+
Parameter Type
|
| 298 |
+
Parameter Name
|
| 299 |
+
Type
|
| 300 |
+
Input Parameter
|
| 301 |
+
Condition 1
|
| 302 |
+
Boolean
|
| 303 |
+
Input Parameter
|
| 304 |
+
Condition 2
|
| 305 |
+
Boolean
|
| 306 |
+
Output Parameter
|
| 307 |
+
Result
|
| 308 |
+
Boolean
|
| 309 |
+
18. Logical AND Operation
|
| 310 |
+
Node Functions
|
| 311 |
+
Performs a logical AND operation on the two input Boolean values and returns the result
|
| 312 |
+
Node Parameters
|
| 313 |
+
Parameter Type
|
| 314 |
+
Parameter Name
|
| 315 |
+
Type
|
| 316 |
+
Input Parameter
|
| 317 |
+
Condition 1
|
| 318 |
+
Boolean
|
| 319 |
+
Input Parameter
|
| 320 |
+
Condition 2
|
| 321 |
+
Boolean
|
| 322 |
+
Output Parameter
|
| 323 |
+
Result
|
| 324 |
+
Boolean
|
| 325 |
+
19. 3D Vector Normalization
|
| 326 |
+
Node Functions
|
| 327 |
+
Normalizes the length of a 3D Vector and outputs the result
|
| 328 |
+
Node Parameters
|
| 329 |
+
Parameter Type
|
| 330 |
+
Parameter Name
|
| 331 |
+
Type
|
| 332 |
+
Input Parameter
|
| 333 |
+
3D Vector
|
| 334 |
+
3D Vector
|
| 335 |
+
Output Parameter
|
| 336 |
+
Result
|
| 337 |
+
3D Vector
|
| 338 |
+
20. 3D Vector Addition
|
| 339 |
+
Node Functions
|
| 340 |
+
Calculates the sum of two 3D Vectors
|
| 341 |
+
Node Parameters
|
| 342 |
+
Parameter Type
|
| 343 |
+
Parameter Name
|
| 344 |
+
Type
|
| 345 |
+
Input Parameter
|
| 346 |
+
3D Vector 1
|
| 347 |
+
3D Vector
|
| 348 |
+
Input Parameter
|
| 349 |
+
3D Vector 2
|
| 350 |
+
3D Vector
|
| 351 |
+
Output Parameter
|
| 352 |
+
Calculation Result
|
| 353 |
+
3D Vector
|
| 354 |
+
21. 3D Vector Angle
|
| 355 |
+
Node Functions
|
| 356 |
+
Calculates the angle between two 3D Vectors and outputs the value in degrees
|
| 357 |
+
Node Parameters
|
| 358 |
+
Parameter Type
|
| 359 |
+
Parameter Name
|
| 360 |
+
Type
|
| 361 |
+
Input Parameter
|
| 362 |
+
3D Vector 1
|
| 363 |
+
3D Vector
|
| 364 |
+
Input Parameter
|
| 365 |
+
3D Vector 2
|
| 366 |
+
3D Vector
|
| 367 |
+
Output Parameter
|
| 368 |
+
Angle
|
| 369 |
+
Floating Point Numb
|
| 370 |
+
22. 3D Vector Subtraction
|
| 371 |
+
Node Functions
|
| 372 |
+
Calculates the difference of two 3D Vectors
|
| 373 |
+
Node Parameters
|
| 374 |
+
Parameter Type
|
| 375 |
+
Parameter Name
|
| 376 |
+
Type
|
| 377 |
+
Input Parameter
|
| 378 |
+
3D Vector 1
|
| 379 |
+
3D Vector
|
| 380 |
+
Input Parameter
|
| 381 |
+
3D Vector 2
|
| 382 |
+
3D Vector
|
| 383 |
+
Output Parameter
|
| 384 |
+
Calculation Result
|
| 385 |
+
3D Vector
|
| 386 |
+
23. 3D Vector Modulo Operation
|
| 387 |
+
Node Functions
|
| 388 |
+
Calculates the magnitude of the input 3D Vector
|
| 389 |
+
Node Parameters
|
| 390 |
+
Parameter Type
|
| 391 |
+
Parameter Name
|
| 392 |
+
Type
|
| 393 |
+
Input Parameter
|
| 394 |
+
3D Vector
|
| 395 |
+
3D Vector
|
| 396 |
+
Output Parameter
|
| 397 |
+
Result
|
| 398 |
+
Floating Point Numb
|
| 399 |
+
24. 3D Vector Dot Product
|
| 400 |
+
Node Functions
|
| 401 |
+
Calculates the dot product of two input 3D Vectors
|
| 402 |
+
Node Parameters
|
| 403 |
+
Parameter Type
|
| 404 |
+
Parameter Name
|
| 405 |
+
Type
|
| 406 |
+
Input Parameter
|
| 407 |
+
3D Vector 1
|
| 408 |
+
3D Vector
|
| 409 |
+
Input Parameter
|
| 410 |
+
3D Vector 2
|
| 411 |
+
3D Vector
|
| 412 |
+
Output Parameter
|
| 413 |
+
Calculation Result
|
| 414 |
+
Floating Point Numb
|
| 415 |
+
25. 3D Vector Zoom
|
| 416 |
+
Node Functions
|
| 417 |
+
Scales the input 3D Vector (scalar multiplication) and outputs the result
|
| 418 |
+
Node Parameters
|
| 419 |
+
Parameter Type
|
| 420 |
+
Parameter Name
|
| 421 |
+
Type
|
| 422 |
+
Input Parameter
|
| 423 |
+
Zoom Multiplier
|
| 424 |
+
Floating Point Numb
|
| 425 |
+
Input Parameter
|
| 426 |
+
3D Vector
|
| 427 |
+
3D Vector
|
| 428 |
+
Output Parameter
|
| 429 |
+
Result
|
| 430 |
+
3D Vector
|
| 431 |
+
26. 3D Vector Cross Product
|
| 432 |
+
Node Functions
|
| 433 |
+
Calculates the cross product of two 3D Vectors
|
| 434 |
+
Node Parameters
|
| 435 |
+
Parameter Type
|
| 436 |
+
Parameter Name
|
| 437 |
+
Type
|
| 438 |
+
Input Parameter
|
| 439 |
+
3D Vector 1
|
| 440 |
+
3D Vector
|
| 441 |
+
Input Parameter
|
| 442 |
+
3D Vector 2
|
| 443 |
+
3D Vector
|
| 444 |
+
Output Parameter
|
| 445 |
+
Calculation Result
|
| 446 |
+
3D Vector
|
| 447 |
+
27. 3D Vector Rotation
|
| 448 |
+
Node Functions
|
| 449 |
+
Rotates the input 3D Vector by the Euler Angles specified by the rotation and returns
|
| 450 |
+
the result
|
| 451 |
+
Node Parameters
|
| 452 |
+
Parameter Type
|
| 453 |
+
Parameter Name
|
| 454 |
+
Type
|
| 455 |
+
Input Parameter
|
| 456 |
+
Rotated 3D Vector
|
| 457 |
+
3D Vector
|
| 458 |
+
Input Parameter
|
| 459 |
+
Rotate
|
| 460 |
+
3D Vector
|
| 461 |
+
Output Parameter
|
| 462 |
+
Result
|
| 463 |
+
3D Vector
|
| 464 |
+
28. Greater Than
|
| 465 |
+
Node Functions
|
| 466 |
+
Returns whether the left value is greater than the right value
|
| 467 |
+
Node Parameters
|
| 468 |
+
Parameter Type
|
| 469 |
+
Parameter Name
|
| 470 |
+
Type
|
| 471 |
+
Input Parameter
|
| 472 |
+
Generic
|
| 473 |
+
Input Parameter
|
| 474 |
+
Generic
|
| 475 |
+
Output Parameter
|
| 476 |
+
Result
|
| 477 |
+
Boolean
|
| 478 |
+
29. Greater Than or Equal To
|
| 479 |
+
Node Functions
|
| 480 |
+
Returns whether the left value is greater than or equal to the right value
|
| 481 |
+
Node Parameters
|
| 482 |
+
Parameter Type
|
| 483 |
+
Parameter Name
|
| 484 |
+
Type
|
| 485 |
+
Input Parameter
|
| 486 |
+
Generic
|
| 487 |
+
Input Parameter
|
| 488 |
+
Generic
|
| 489 |
+
Output Parameter
|
| 490 |
+
Result
|
| 491 |
+
Boolean
|
| 492 |
+
30. Less Than
|
| 493 |
+
Node Functions
|
| 494 |
+
Returns whether the left value is less than the right value
|
| 495 |
+
Node Parameters
|
| 496 |
+
Parameter Type
|
| 497 |
+
Parameter Name
|
| 498 |
+
Type
|
| 499 |
+
Input Parameter
|
| 500 |
+
Generic
|
| 501 |
+
Input Parameter
|
| 502 |
+
Generic
|
| 503 |
+
Output Parameter
|
| 504 |
+
Result
|
| 505 |
+
Boolean
|
| 506 |
+
31. Less Than or Equal To
|
| 507 |
+
Node Functions
|
| 508 |
+
Returns whether the left value is less than or equal to the right value
|
| 509 |
+
Node Parameters
|
| 510 |
+
Parameter Type
|
| 511 |
+
Parameter Name
|
| 512 |
+
Type
|
| 513 |
+
Input Parameter
|
| 514 |
+
Generic
|
| 515 |
+
Input Parameter
|
| 516 |
+
Generic
|
| 517 |
+
Output Parameter
|
| 518 |
+
Result
|
| 519 |
+
Boolean
|
| 520 |
+
32. Cosine Function
|
| 521 |
+
Node Functions
|
| 522 |
+
Calculates the cosine of the input in radians
|
| 523 |
+
Node Parameters
|
| 524 |
+
Parameter Type
|
| 525 |
+
Parameter Name
|
| 526 |
+
Type
|
| 527 |
+
Input Parameter
|
| 528 |
+
Radian
|
| 529 |
+
Floating Point Numb
|
| 530 |
+
Output Parameter
|
| 531 |
+
Result
|
| 532 |
+
Floating Point Numb
|
| 533 |
+
33. Tangent Function
|
| 534 |
+
Node Functions
|
| 535 |
+
Calculates the tangent of the input in radians
|
| 536 |
+
Node Parameters
|
| 537 |
+
Parameter Type
|
| 538 |
+
Parameter Name
|
| 539 |
+
Type
|
| 540 |
+
Input Parameter
|
| 541 |
+
Radian
|
| 542 |
+
Floating Point Numb
|
| 543 |
+
Output Parameter
|
| 544 |
+
Result
|
| 545 |
+
Floating Point Numb
|
| 546 |
+
34. Sine Function
|
| 547 |
+
Node Functions
|
| 548 |
+
Calculates the sine of the input in radians
|
| 549 |
+
Node Parameters
|
| 550 |
+
Parameter Type
|
| 551 |
+
Parameter Name
|
| 552 |
+
Type
|
| 553 |
+
Input Parameter
|
| 554 |
+
Radian
|
| 555 |
+
Floating Point Numb
|
| 556 |
+
Output Parameter
|
| 557 |
+
Result
|
| 558 |
+
Floating Point Numb
|
| 559 |
+
35. Create 3D Vector
|
| 560 |
+
Node Functions
|
| 561 |
+
Creates a 3D Vector from x, y, and z components
|
| 562 |
+
Node Parameters
|
| 563 |
+
Parameter Type
|
| 564 |
+
Parameter Name
|
| 565 |
+
Type
|
| 566 |
+
Input Parameter
|
| 567 |
+
X-Component
|
| 568 |
+
Floating Point Numb
|
| 569 |
+
Input Parameter
|
| 570 |
+
Y-Component
|
| 571 |
+
Floating Point Numb
|
| 572 |
+
Input Parameter
|
| 573 |
+
Z-Component
|
| 574 |
+
Floating Point Numb
|
| 575 |
+
Output Parameter
|
| 576 |
+
3D Vector
|
| 577 |
+
3D Vector
|
| 578 |
+
III. Lists
|
| 579 |
+
1. Assembly List
|
| 580 |
+
Node Functions
|
| 581 |
+
Assembles multiple Input Parameters of the same type (up to 100) into a single List
|
| 582 |
+
Node Parameters
|
| 583 |
+
Paramete
|
| 584 |
+
r Type
|
| 585 |
+
Parameter Name
|
| 586 |
+
Type
|
| 587 |
+
Description
|
| 588 |
+
Input
|
| 589 |
+
Parameter
|
| 590 |
+
0~99
|
| 591 |
+
Generic
|
| 592 |
+
Assembles up to 100
|
| 593 |
+
list
|
| 594 |
+
Output
|
| 595 |
+
Parameter
|
| 596 |
+
List
|
| 597 |
+
Generic List
|
| 598 |
+
The assembled list
|
| 599 |
+
Query Nodes
|
| 600 |
+
Execution Nodes
|
| 601 |
+
Node Introduction
|
| 602 |
+
Client Nodes
|
| 603 |
+
Operation Nodes
|
| 604 |
+
Home
|
| 605 |
+
News
|
| 606 |
+
About Us
|
| 607 |
+
Careers
|
| 608 |
+
Business Affairs
|
| 609 |
+
Privacy Policy
|
| 610 |
+
Terms of Service
|
| 611 |
+
Help Center
|
| 612 |
+
General Guide
|
| 613 |
+
Tutorial
|
| 614 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhfua005zpeg.txt
ADDED
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|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
Main Camera
|
| 4 |
+
Camera is the tool that renders the Player's perspective in the game. It defines what
|
| 5 |
+
the Player sees on screen.
|
| 6 |
+
In Beyond Mode, it supports creators (Craftspeople) to define camera rules through the
|
| 7 |
+
creation of camera templates. Each Template represents a distinct Camera State.
|
| 8 |
+
I. Definition of Camera Templates
|
| 9 |
+
Camera Templates available to Players during gameplay must be edited in Manage
|
| 10 |
+
Main Camera. The entry point is shown below:
|
| 11 |
+
At runtime, each Player always has one active Camera Template.
|
| 12 |
+
Active Templates can differ between Players. For example, in Co-Op Mode, Player A
|
| 13 |
+
might use "Template 1" while Player B uses "Template 2" at the same time.
|
| 14 |
+
You can switch a specific Player Entity's active Camera Template at runtime through the
|
| 15 |
+
Node Graph, but Template parameters themselves cannot be modified dynamically.
|
| 16 |
+
II. Editing Camera Templates
|
| 17 |
+
Opening the main Camera editor displays the following Interface, divided into three
|
| 18 |
+
sections:
|
| 19 |
+
III. Camera Template Parameter Configuration
|
| 20 |
+
1. Template Name
|
| 21 |
+
Template Name: The name of this Camera Template. It indicates the Template's role in
|
| 22 |
+
gameplay and is also used as a reference when Node Graphs operate on a Player's
|
| 23 |
+
main Camera Template
|
| 24 |
+
2. Location Information
|
| 25 |
+
Relative location between Camera and Character. These are editing parameters,
|
| 26 |
+
collapsed by default. They display detailed values of the Camera-Character relationship
|
| 27 |
+
in the current preview Interface, serving as a reference during editing
|
| 28 |
+
3. Basic Camera Configuration
|
| 29 |
+
Movement Mode: The current version only supports camera following character entities.
|
| 30 |
+
Future updates will expand support to include other Entity Units such as vehicles, etc.
|
| 31 |
+
Mode: A key parameter that defines the Camera Template type. The mode determines
|
| 32 |
+
the core Camera rules, and the adjustable parameters vary depending on the mode
|
| 33 |
+
Default Effective Target: The Camera Template is stored as a Player parameter. It can
|
| 34 |
+
be modified at runtime for the corresponding Player. During initialization, however, it
|
| 35 |
+
must be assigned through the Player's Class. This field specifies which Classes the
|
| 36 |
+
Template initially applies to
|
| 37 |
+
4. Camera Detailed Settings
|
| 38 |
+
Available adjustable parameters differ depending on the selected mode
|
| 39 |
+
(1) Classic Camera
|
| 40 |
+
The Classic Camera matches the Classic Mode. Parameters are grayed out. It supports
|
| 41 |
+
preview only and cannot be edited, so it is not described further
|
| 42 |
+
(2) 3D Back Camera
|
| 43 |
+
The 3D Back Camera is an over-the-shoulder view. The Camera is positioned behind
|
| 44 |
+
and to the right of the Character, as shown below:
|
| 45 |
+
The detailed settings are shown in the graph below:
|
| 46 |
+
d
|
| 47 |
+
Camera FOV Detection: Field of view (FOV), represented by the viewing cone.
|
| 48 |
+
Changing the FOV adjusts the range of the white cone shown in the graph
|
| 49 |
+
Viewpoint Offset: An additional Location offset applied in the World Coordinate System
|
| 50 |
+
after the Camera points to the target. The red box in the graph shows the viewpoint
|
| 51 |
+
Viewpoint Follows Rotation: Whether the Camera rotates along with Character rotation
|
| 52 |
+
Default Line of Sight: Initial distance between the Camera and the viewpoint
|
| 53 |
+
Line of Sight Range: The adjustable range of Line of Sight that can be modified through
|
| 54 |
+
player input
|
| 55 |
+
Horizontal Angle Range: The left-right rotation range, in degrees, that Players can
|
| 56 |
+
adjust by moving the Camera horizontally
|
| 57 |
+
Pitch Angle Range: The up-down rotation range, in degrees, that Players can adjust by
|
| 58 |
+
moving the Camera vertically.
|
| 59 |
+
(3) 2.5D Camera
|
| 60 |
+
The camera for traditional 2.5D games, as shown in the following reference:
|
| 61 |
+
The detailed settings are shown in the graph below:
|
| 62 |
+
Ignore Camera Collision: When set to "No", the Camera may be pushed by collisions
|
| 63 |
+
with Entities in the Scene, causing stutter or sudden shifts. When set to "Yes", the
|
| 64 |
+
Camera ignores collisions, but its position may move inside models, leading to poor
|
| 65 |
+
results. This setting should be customized by creators (Craftspeople) based on the
|
| 66 |
+
actual gameplay scene
|
| 67 |
+
Other attributes: Already explained earlier and not repeated here
|
| 68 |
+
(4) First-Person Camera
|
| 69 |
+
The Camera is positioned at the Character's eye level, simulating a first-person
|
| 70 |
+
perspective view of the scene, as shown below:
|
| 71 |
+
The detailed settings are shown in the graph below:
|
| 72 |
+
(5) Third Person Camera
|
| 73 |
+
Similar to the Classic Mode, but with editable detailed settings available to the user:
|
| 74 |
+
The detailed settings are shown in the graph below:
|
| 75 |
+
IV. Camera Templates Switching
|
| 76 |
+
You can use Node Graphs to dynamically switch Camera Templates at runtime. The
|
| 77 |
+
Target Units are a list of Player Entities.
|
| 78 |
+
UI Control Groups Management
|
| 79 |
+
Peripheral System
|
| 80 |
+
Concept Introduction
|
| 81 |
+
Advanced Concepts
|
| 82 |
+
Main Camera
|
| 83 |
+
1. Preview and configure parameters of the current Camera Template.
|
| 84 |
+
2. Preview of camera position and character position relationship in the scene
|
| 85 |
+
3. Preview of actual in-game screen during gameplay
|
| 86 |
+
Home
|
| 87 |
+
News
|
| 88 |
+
About Us
|
| 89 |
+
Careers
|
| 90 |
+
Business Affairs
|
| 91 |
+
Privacy Policy
|
| 92 |
+
Terms of Service
|
| 93 |
+
Help Center
|
| 94 |
+
General Guide
|
| 95 |
+
Tutorial
|
| 96 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|
data/act_hoyoverse_com_ys_ugc_tutorial_detail_mhfvn30ctm9c.txt
ADDED
|
@@ -0,0 +1,71 @@
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|
| 1 |
+
/
|
| 2 |
+
/
|
| 3 |
+
Preset Points
|
| 4 |
+
I. What is a Preset Point?
|
| 5 |
+
A Preset Point is a data record of location and orientation within a Scene.
|
| 6 |
+
Preset Points can be referenced by features that require points data, such as Spawn
|
| 7 |
+
Points, Revive Points, and Node Graph retrieval points.
|
| 8 |
+
II. Editing Preset Points
|
| 9 |
+
1. Entry Point for Editing
|
| 10 |
+
2. Overall Editing Interface
|
| 11 |
+
(1) Preset Point Library
|
| 12 |
+
All Preset Points are listed in this window.
|
| 13 |
+
Manage the visibility of the corresponding Preset Point in the Layout Scene
|
| 14 |
+
(2) Preset Point Visibility in the Edit Window
|
| 15 |
+
Persistent Display Toggle On Even if the Preset Point management tool is
|
| 16 |
+
disabled, all Preset Points remain visible in the Edit Window
|
| 17 |
+
Persistent Display Toggle Off If the Preset Point management tool is disabled, all
|
| 18 |
+
Preset Points become invisible
|
| 19 |
+
(3) Create Preset Point
|
| 20 |
+
By clicking "Create Preset Point", a new Preset Point is generated at the center of
|
| 21 |
+
the current Edit Window, with naming editing mode enabled automatically.
|
| 22 |
+
(4) Preset Point Parameters
|
| 23 |
+
Preset Point Name The name of the Preset Point, which can be modified
|
| 24 |
+
Preset Point Index Used as an input parameter for Nodes and serves as the
|
| 25 |
+
unique identifier of the Preset Point
|
| 26 |
+
Configuration Parameters
|
| 27 |
+
Description
|
| 28 |
+
Lock Transform
|
| 29 |
+
When checked, the Preset Point's position and rotation can
|
| 30 |
+
Display in Scene
|
| 31 |
+
When unchecked, only the coordinate axes remain visible,
|
| 32 |
+
Point model will be hidden
|
| 33 |
+
Location
|
| 34 |
+
The Location data of the Preset Point
|
| 35 |
+
Rotation
|
| 36 |
+
The orientation data of the Preset Point
|
| 37 |
+
Unit Tags
|
| 38 |
+
Add units tags to preset points. See Unit Tag for more de
|
| 39 |
+
* Reference Relationship
|
| 40 |
+
III. Referencing Preset Points
|
| 41 |
+
1. Spawn Point
|
| 42 |
+
In "Stage Settings" — Spawn Point configuration, you can Select Point to reference a
|
| 43 |
+
Preset Point as the Spawn Point
|
| 44 |
+
2. Revive Points
|
| 45 |
+
In "Stage Settings" — Revive Point configuration, you can Select Point to reference a
|
| 46 |
+
Preset Point as the Revive Point
|
| 47 |
+
3. Node Graph
|
| 48 |
+
Through the Preset Point Index, you can search for its location and rotation data
|
| 49 |
+
Click
|
| 50 |
+
to expand all Preset Point enumerations for selection as input
|
| 51 |
+
parameters
|
| 52 |
+
Unit Status
|
| 53 |
+
Shield
|
| 54 |
+
Concept Introduction
|
| 55 |
+
Advanced Concepts
|
| 56 |
+
Preset Points
|
| 57 |
+
Query Preset Point Position Rotation
|
| 58 |
+
|
| 59 |
+
Get Preset Point List by Unit Tag
|
| 60 |
+
|
| 61 |
+
Home
|
| 62 |
+
News
|
| 63 |
+
About Us
|
| 64 |
+
Careers
|
| 65 |
+
Business Affairs
|
| 66 |
+
Privacy Policy
|
| 67 |
+
Terms of Service
|
| 68 |
+
Help Center
|
| 69 |
+
General Guide
|
| 70 |
+
Tutorial
|
| 71 |
+
Copyright © COGNOSPHERE. All Rights Reserved.
|