Unity Mobile Game Development: Enemy AI and Waypoints [2012, ENG]

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Unity Mobile Game Development: Enemy AI and Waypoints [2012, ENG] (Size: 2.38 GB)
  01 - Introduction and project overview.flv 8.14 MB
  02 - Mapping out the problem of entities moving around our level.flv 35.69 MB
  03 - Waypoint ideas, concepts and our implementation.flv 44.28 MB
  04 - Creating an initial Waypoint prefab and setting it up.flv 42.79 MB
  05 - Filtering nearby objects to other waypoints with a layer mask.flv 34.38 MB
  06 - Coding a variable distance with a while loop.flv 54.08 MB
  07 - Building in line-of-sight with layer masks.flv 33.12 MB
  08 - Relaying information to neighbors without infinite loops.flv 55.75 MB
  09 - Initializing a Generic List of waypoints to get to the player.flv 48.51 MB
  10 - Creating an initialize function and removing the countdown.flv 42.74 MB
  11 - Using conditionals to check if we want to update the list.flv 41.91 MB
  12 - Creating a controller script that gathers all the waypoints.flv 38.23 MB
  13 - Locating the closest waypoint to any point in space.flv 49.69 MB
  14 - Coding a function to return a random waypoint.flv 66.5 MB
  15 - Using a While True Yield loop to update every few seconds.flv 49.08 MB
  16 - Creating a Spawner script to create new enemies.flv 59.85 MB
  17 - Using a Spawn Controller to randomly spawn enemies.flv 22.28 MB
  18 - Controlling the number of enemies spawned.flv 49.23 MB
  19 - Creating a basic enemy script to use our waypoints.flv 41.95 MB
  20 - Moving with the Smooth Damp method.flv 44.73 MB
  21 - Deciding when to go to the next waypoint.flv 41.82 MB
  22 - Using Rotate Towards and Look Rotation to rotate the enemy.flv 57.24 MB
  23 - Refactoring our code into a new function.flv 57.57 MB
  24 - Updating the Player Location list so the enemies don't stop.flv 36.22 MB
  25 - Refactoring into an infinite loop function to update waypoints.flv 40.02 MB
  26 - Creating a basic Finite State Machine to run our enemy AI.flv 45.56 MB
  27 - Using a Switch statement to run code based on the enemy state.flv 37.89 MB
  28 - Creating a function to check for transitions.flv 32.62 MB
  29 - Adding a distance check before the enemy starts following.flv 47.84 MB
  30 - Transforming the enemy forward in the start state.flv 47.61 MB
  31 - Importing our final geometry and splitting animations.flv 47.65 MB
  32 - Updating our enemy prefab with the new geometry.flv 80.88 MB
  33 - Changing our enemy animation in code with animation play.flv 60.82 MB
  34 - Coding an attack decision into our transition function.flv 58.24 MB
  35 - Telling our Spawn Controller when an enemy has died.flv 57.58 MB
  36 - Changing our movement speed based on the current state.flv 55.4 MB
  37 - Refactoring our code to be more readable and user friendly.flv 34.54 MB
  38 - Playtesting our enemy AI and hunting down bugs.flv 29.78 MB
  39 - Using random values to create more realistic movement.flv 51.41 MB
  40 - Adding a collider to our prefab for hit testing.flv 39.94 MB
  41 - Testing if we have been attacked or hit.flv 45.18 MB
  42 - Coding for other notifications to work in our game.flv 37.32 MB
  43 - Stopping the animations from playing while paused.flv 56.46 MB
  44 - Stopping the logic from running when the game is over.flv 42.91 MB
  ProjectFiles.rar 428.19 MB
  ▲ 45 total files

Description


Обучающие видео » Компьютерные видеоуроки и обучающие интерактивные DVD » 3D-графика

Unity Mobile Game Development: Enemy AI and Waypoints

Год выпуска: 2012
Производитель: Digital Tutors
Сайт производителя: http://www.digitaltutors.com/11/training.php?pid=641
Автор: Chris Glick
Продолжительность: 6 hrs. 24 min.
Тип раздаваемого материала: Видеоурок
Язык: Английский
Описание: In this series of Unity tutorials, we'll demonstrate how to setup our waypoints in order to allow our enemies to seek and destroy the player. We'll also discuss how to create a basic AI for our enemies. Having a computer understand our level is one of the most pertinent problems facing any game developer. Waypoints are a quick and powerful way to create a simple model of a level that an AI can understand. Once we have our waypoints set-up and working, we'll create an enemy AI that can find and attack the player.
[spoiler="Содержание"]
01. Introduction and project overview
02. Mapping out the problem of entities moving around our level
03. Waypoint ideas, concepts and our implementation
04. Creating an initial Waypoint prefab and setting it up
05. Filtering nearby objects to other waypoints with a layer mask
06. Coding a variable distance with a while loop
07. Building in line-of-sight with layer masks
08. Relaying information to neighbors without infinite loops
09. Initializing a Generic List of waypoints to get to the player
10. Creating an initialize function and removing the countdown
11. Using conditionals to check if we want to update the list
12. Creating a controller script that gathers all the waypoints
13. Locating the closest waypoint to any point in space
14. Coding a function to return a random waypoint
15. Using a While True Yield loop to update every few seconds
16. Creating a Spawner script to create new enemies
17. Using a Spawn Controller to randomly spawn enemies
18. Controlling the number of enemies spawned
19. Creating a basic enemy script to use our waypoints
20. Moving with the Smooth Damp method
21. Deciding when to go to the next waypoint
22. Using Rotate Towards and Look Rotation to rotate the enemy
23. Refactoring our code into a new function
24. Updating the Player Location list so the enemies don't stop
25. Refactoring into an infinite loop function to update waypoints
26. Creating a basic Finite State Machine to run our enemy AI
27. Using a Switch statement to run code based on the enemy state
28. Creating a function to check for transitions
29. Adding a distance check before the enemy starts following
30. Transforming the enemy forward in the start state
31. Importing our final geometry and splitting animations
32. Updating our enemy prefab with the new geometry
33. Changing our enemy animation in code with animation play
34. Coding an attack decision into our transition function
35. Telling our Spawn Controller when an enemy has died
36. Changing our movement speed based on the current state
37. Refactoring our code to be more readable and user friendly
38. Playtesting our enemy AI and hunting down bugs
39. Using random values to create more realistic movement
40. Adding a collider to our prefab for hit testing
41. Testing if we have been attacked or hit
42. Coding for other notifications to work in our game
43. Stopping the animations from playing while paused
44. Stopping the logic from running when the game is over
[/spoiler]
Файлы примеров: присутствуют
Формат видео: FLV
Видео: VP6, 1280x720, 16:9, 15 к/с, 1000 Кбит/сек.
Аудио: MPEG-1, 44,1 КГц, 96,0 Кбит/сек, моно.
[spoiler="Скриншоты"]

[/spoiler]

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