| 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 | |||
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"]
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[/spoiler]
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