Enemy AI and Waypoints
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2012-5-4 03:36
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2025-1-6 00:05
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28
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2.38 GB
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45
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- ProjectFiles.rar428.19MB
- 32 - Updating our enemy prefab with the new geometry.flv80.88MB
- 14 - Coding a function to return a random waypoint.flv66.5MB
- 33 - Changing our enemy animation in code with animation play.flv60.82MB
- 16 - Creating a Spawner script to create new enemies.flv59.85MB
- 34 - Coding an attack decision into our transition function.flv58.24MB
- 35 - Telling our Spawn Controller when an enemy has died.flv57.58MB
- 23 - Refactoring our code into a new function.flv57.57MB
- 22 - Using Rotate Towards and Look Rotation to rotate the enemy.flv57.24MB
- 43 - Stopping the animations from playing while paused.flv56.46MB
- 08 - Relaying information to neighbors without infinite loops.flv55.75MB
- 36 - Changing our movement speed based on the current state.flv55.4MB
- 06 - Coding a variable distance with a while loop.flv54.08MB
- 39 - Using random values to create more realistic movement.flv51.41MB
- 13 - Locating the closest waypoint to any point in space.flv49.69MB
- 18 - Controlling the number of enemies spawned.flv49.23MB
- 15 - Using a While True Yield loop to update every few seconds.flv49.08MB
- 09 - Initializing a Generic List of waypoints to get to the player.flv48.51MB
- 29 - Adding a distance check before the enemy starts following.flv47.84MB
- 31 - Importing our final geometry and splitting animations.flv47.65MB
- 30 - Transforming the enemy forward in the start state.flv47.61MB
- 26 - Creating a basic Finite State Machine to run our enemy AI.flv45.56MB
- 41 - Testing if we have been attacked or hit.flv45.18MB
- 20 - Moving with the Smooth Damp method.flv44.73MB
- 03 - Waypoint ideas, concepts and our implementation.flv44.28MB
- 44 - Stopping the logic from running when the game is over.flv42.91MB
- 04 - Creating an initial Waypoint prefab and setting it up.flv42.79MB
- 10 - Creating an initialize function and removing the countdown.flv42.74MB
- 19 - Creating a basic enemy script to use our waypoints.flv41.95MB
- 11 - Using conditionals to check if we want to update the list.flv41.91MB
- 21 - Deciding when to go to the next waypoint.flv41.82MB
- 25 - Refactoring into an infinite loop function to update waypoints.flv40.02MB
- 40 - Adding a collider to our prefab for hit testing.flv39.94MB
- 12 - Creating a controller script that gathers all the waypoints.flv38.23MB
- 27 - Using a Switch statement to run code based on the enemy state.flv37.89MB
- 42 - Coding for other notifications to work in our game.flv37.32MB
- 24 - Updating the Player Location list so the enemies don't stop.flv36.22MB
- 02 - Mapping out the problem of entities moving around our level.flv35.69MB
- 37 - Refactoring our code to be more readable and user friendly.flv34.54MB
- 05 - Filtering nearby objects to other waypoints with a layer mask.flv34.38MB
- 07 - Building in line-of-sight with layer masks.flv33.12MB
- 28 - Creating a function to check for transitions.flv32.62MB
- 38 - Playtesting our enemy AI and hunting down bugs.flv29.78MB
- 17 - Using a Spawn Controller to randomly spawn enemies.flv22.28MB
- 01 - Introduction and project overview.flv8.14MB
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