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Gawric

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Everything posted by Gawric

  1. My repository https://github.com/gawric/Unity-Client-for-L2J
  2. https://jmp.sh/EWJtNwLY I completely rewrote the player movement system. And completely redesigned the P Atk system, now, as in the original game, there are 3 attacks and the client uses them in random order and adds a slowing effect creating the illusion of the heaviness of the sword
  3. You probably wanted to write l2jmobius. I would recommend that you change the build because it has a lot of problems with the movement of npcs and players. Even if you find bots you will have to correct the movement or the bots will get stuck, fly, teleport
  4. To check the operation of npc movement. You can turn off all movement in the game and move only the npc you want using the move to package. This way you will reduce a lot of unnecessary code and understand where the problem is. And all your maps are not thread safe and you are using multithreading startQuestTimer("move", 5000, npc, null);
  5. https://jmp.sh/k5rvlsuC Synchronized l2jacis speed with unity client Redesigned the player's movement as in the original client. Turns now occur with a delay and a decrease in the player's movement speed. Moving forward is also synchronized with the l2j server, speed varies depending on time and distance
  6. add support acis l2j server add support blowfish add visual effect wind strike body I changed the server list, there were problems with acis
  7. https://jmp.sh/q2yLmKFe WindStrike Shader Visual Effect Test +9999
  8. Hello everyone, people often ask me how to help me. Here I will describe the general principle of how to create a simple window for ui (unity l2) Here I am looking at an already created ActionWindows window 1. Assets\Resources\Data\UI\_Elements\Game 2. Let's call it ActionWindows 3. Let's go to the newly created window 4.as you can see it is empty. But we already have a ready-made window template so that we don’t have to assemble it again every time. We will connect a ready-made design for a new window 5. open the window code 6. 7. Add new code <ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xmlns="UnityEngine.UIElements" editor-extension-mode="False"> <ui:Template name="DefaultWindowsAction" src="project://database/Assets/Resources/Data/UI/_Elements/Template/DefaultWindowsAction.uxml?fileID=9197481963319205126&amp;guid=2fdd4636702f00a4e98644cfa7468b14&amp;type=3#DefaultWindowsAction" /> <ui:Instance name="defaultWindowsAction" template="DefaultWindowsAction" style="width: 317px; height: 575px; position: absolute;"> <AttributeOverrides element-name="windows-name-label" text="Actions" /> <ui:VisualElement name="Background" class="background_over" style="flex-grow: 1; min-width: auto; min-height: auto; justify-content: flex-start; align-items: flex-start; position: absolute; background-image: resource(&apos;Data/UI/Window/Frame_DF_Large_Bg_Darker_Center_Alpha&apos;); height: 91%; top: 38px; width: 95%; left: 8px; display: flex; visibility: visible; overflow: visible; opacity: 1;" /> <ui:GroupBox name="BoxHeader" class="drag-area" style="margin-top: 0; margin-right: 0; margin-bottom: 0; margin-left: 0; padding-top: 0; padding-bottom: 0; padding-left: 0; position: absolute; top: 15px; align-self: stretch; height: 4%; width: 88%;" /> </ui:Instance> </ui:UXML> 8.We take a template project://database/Assets/Resources/Data/UI/_Elements/Template/DefaultWindowsAction.uxml 9. This piece of code can be taken from other windows so as not to write every time 10. Save 11.Drag the GroupBox node 12. Changing its position settings I can change all the settings from the editor. But if you knew, then a very similar technology to CSS is better if you open the window code you can notice everything is the same as in css you can create settings in the window code or use a file with all the styles Assets\Resources\Data\UI\_Elements\L2StyleSheet.uss In the next issue we will write code to connect it to the game logic. Unless of course you delete the article.
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  9. https://jumpshare.com/v/5oFQTQZ10I0CMjLYd2OI MAGIC_SKILL_USE Basic implementation of WindStrike animation
  10. You didn’t write down the requirements and and what is the salary. I’ve been doing l2j for a long time. I’m wondering what’s needed for this?
  11. Unfortunately you haven't adapted yet. Unfortunately, you won’t be able to simply transfer it; you’ll have to turn on the debugger and go through the code to make sure everything works as it should.
  12. If these are the sources that I saw 5-7 years ago l2jfrozen. Then it will be very difficult to rewrite the bots because l2jfrozen had the worst server code I've ever seen.
  13. Friends can you help me? I created a enchant effect in Unity Visual Effect, is it similar to the original?
  14. https://jmp.sh/WxX9CUj8 We successfully managed to transfer simple dialogs from html to Unity ui Toolkit. So far the simplest ones but they look better than the original!
  15. https://jumpshare.com/v/OXZKpghoAU4PHFeCDlOr We run around the city with Remy and deliver packages
  16. 2 clients: StyleA: Original client test1: Unity client Monster kills are displayed correctly on both clients. Soon it will be possible to kill mobs in a party on 2 different clients
  17. https://jumpshare.com/v/ngwNsiowszEVXqO7AbMm Test L2j packets StopAutoAttack StartAutoAttack Action Attack DeleteObject Die MoveToPawn
  18. Main branch
  19. I created a package to enter the world. Coordinate synchronization and added an npc. I will add a new branch to the git soon. L2 Unity Support Interlude Main branch https://www.youtube.com/watch?v=2f_DMdR78Mc New lighting, action window, skillbar, UI inputs Progress from the main branch
  20. https://www.youtube.com/watch?v=es7GdVC9EnY
  21. https://jumpshare.com/v/O6DMxFwzasfAIDEGcyzH test ui windows skills
  22. Additionally, we are making up the interface
  23. we're moving pretty fast https://outplayed.tv/media/Ye1Bb6
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