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Architectural Design appreciation of hearth stone (6): runtime organization of card and skill data

In the previous article, we saw the storage of core card data in hearth stone. Today we continue to explore Cards skills. Through previous analysis, the main classes involved several classes of cards and Skills: entity, actor, card, and spell, which are very confusing, especially the first two. Here we will explain th

Architectural Design appreciation of hearth stone (6): organization of cards and skill data during operation,

Architectural Design appreciation of hearth stone (6): runtime organization of card and skill data, In the previous article, we saw the storage of core card data in hearth stone. Today we continue to explore Cards skills. Through

Architectural Design appreciation of hearth stone (2): Scene Management

(gameobject), and then filter (through the shoulddestroyonmodeswitch function), in addition to some global objects (mainly scenemgr, pegui, box, defloader ), all are deleted (by calling object. destroyimmediate ()). Then the following code is called: resources. unloadunusedassets (); Then, call the previously mentioned member function loadmodefrommodeswitch () and perform the loadleveladditiveasync () operation; To sum up, the scene switching of hear

Hearth stone legend C # Development notes (BS mode demo)

Originally, this project was intended to be a CS model. The BS model is difficult for games like hearth stone. Blizzard now only has the windows and iPad versions of hearth stone, the biggest problem is how to achieve the best customer experience on a small screen. The windows and iPad screens are not too small, so the

Architectural Design appreciation of hearth stone (1): Game Startup Process

After reading the news a few days ago, two grand prizes of Unity awards were awarded to blizzard's Firestone legend. This is really a great promotion for unity-you see, blizzard started to use unity. As we all know, most of the Games released by unity do not confuse and encrypt the Assembly. Therefore, as a beginner of Firestone and unity, you naturally cannot miss this opportunity. Let's take a good look at blizzard's code. The legend of hearth

The test mini program about hearth stone is ignored.

the UI end; The general situation here is that each bombing is actually calculated separately. That is to say, each random bombing is performed. The skill of 25 litters in the hearth stone is three random points, therefore, the UI side calls the related methods in helper three times; Public static boomresponse boom (boomrequest request) {random = new random (sys

"The Legend of the Furnace Stone" Architectural Design Appreciation (6): Card & Organizational ability when executing data

The previous article we saw the "furnace Stone Legend" core memory card data, today, we continue to explore the card skill.Basic classes through previous analysis, cards skills involve several class systems: Entity. Actor. Card. Spell, it is very confusing, especially the former two. Here the basic positioning of the

Automatically download the latest new card from the official website with Python

Learning + interest combined to crawl pictures (feeling also OK, is a bit slow, 135 pictures took 37 seconds, another day with multi-threaded try):#encoding =utf-8Import Requests,re,os,timeFrom BS4 import BeautifulSoupClass Stone ():#获取照片urldef get_url (self):#创建图片链接列表pictures = []url = ' http://hs.blizzard.cn/article/16/11477 'urls = requests.get (URL)t = urls.contentSoup =beautifulsoup (T, "Html.parser")#获取所有链接的元素Pic_div = Soup.find_all (' img ', st

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