shurunxuan / IGME-601-2181-Team-C

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Enemy ai refacto #47

Closed ShantanuJamble closed 5 years ago

ShantanuJamble commented 5 years ago

Code changes for the AI system are done and tested. 1.Changed movement state machine to match the new design.

  1. Updated decoy prefab and the playtest scene to test the changes. 3.Updated Hearing and Sight APIs naming convention to bring consistency.

Testing Instructions:

  1. Open the enemy movement test scene.
  2. You can enable disable the cube and decoy objects in the scene to modify enemy behavior.
  3. Set debug variable in the EnemyMovement.cs to true so see logs about state transitions.

*This is the basic outline for the AI behavior. We will keep on putting stuff in this as we decide what we want to do in investigation and chase state(most alert one).

Markadelf commented 5 years ago

Missing Trello link

ShantanuJamble commented 5 years ago

Guard isn't resetting at all and his animations are broken. Guard may not be resetting due to being to an issue witht he state machine I found.

@mark animations will be handled by Victor once this PR is merged. I will take a look on these today.

Markadelf commented 5 years ago

The AI can get stuck if it isn't close enough vertically to the source. Try launching the decoy at a wall such that it hits and disappears before making more noise and the guy will stare at it forever.