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Requires Unity 4.3.4 or higher.
Game Ready AI Behavior System: Easily create and modify dynamic AI Behaviors for your game project with one simple tool.
Support for Mecanim and Legacy Animation Systems - 支持Mecanim与传统的动画系统
We include out of the box support for both Mecanim and Legacy animation systems. In addition, we also include the ability to easily hook into any other animation system you'd like with just a few lines of code!
Includes 12 AI Behaviors Ready for Action! - 12种直接套用的AI模式!
Each Behavior brings you amazing levels of control and flexibility to meet the needs of your project. Simply apply the component to your character and give them something to think about.
Easily Extend AI Behavior to Meet Your Needs - 拓展性极高的AI行为模式,符合您的专业需求!
Do our 12 states and 13 triggers not meet your needs? No problem, just extend the BaseState or BaseTrigger class to create what you need. AI Behavior will automatically detect them and make them available to you!
Version 1.10 Changelog
Features:
Added a new Reset mode selection to the TimerTrigger
- If 'WhenTriggered' is selected it will only reset after the timer has expired while in it's parent state
- If it expires within another state it will be true next time the parent state is entered
Added an option to keep the agent upright (when rotating it)
Added an ItemCount trigger that detects whether a certain amount of items are still in the scene
Added a "No Target Found" transition to the seek state
Fixes:
Fixed a null reference exception when a state is removed apart from the AI Behaviors Editor
Changes:
Removed the FollowState since its' behavior can be replicated using other states and triggers
PatrolState distance threshold is now as automated as possible
Made GetNextPatrolPoint and other properties protected instead of private
Removed IsAndIsNot from the CurrentState trigger. Use "Invert Result" instead
Made the SetPatrolPoints methods virtual
damageMultiplier is now protected instead of public. Use GetDamageMultiplier() instead.
Added a virtual method "GetSquareDistanceThreshold" to the SeekState
Added a DefaultDisplayName method to give each trigger and state a default name
Updated the AttackData struct to have more data in it
AIBehaviors.RotateAgent() is now a protected virtual method
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