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[插件资源] Emerald Animal AI 1.3.5 - 动物的AI制作插件(提取版)

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发表于 2017-7-16 18:47:19 |只看该作者 |倒序浏览
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Requires Unity 5.2.2 or higher.

Emerald AI is an easy to use, all in one, AI system that creates dynamically wandering animals, predator and prey, enemies, NPCs, breedable animals, and more.

Supports both UFps and RFPS, tutorial included.

Emerald 1.3 brings tons of new features, Mecanim support, multi-tag support, improvements, and more.

With the behavior system, you choose if the AI is Cowardly, Passive, Hostile, or Defensive. With Emerald's easy to use Editor, it only takes few minutes to setup custom models.

All AI using Emerald will have dynamically generated waypoints. These waypoints allow the AI to dynamically roam, hunt, form herds and packs, and graze all within their appropriate Radii. Emerald offers 150+ customizable options allowing you to create the perfect AI to suit your game's needs.


System
* Supports both First Person and 3rd Person camera types. Example systems are included for both.
* Supports both Unity Free and Unity Pro
* Supports Mecanim and Legacy animations. * Support for more than just Animals. Emerald AI can be used for NPCs, Enemies, Creatures, Zombies, and more.
* For users who want only animals or only NPCs, we have designed Emerald with this in mind. NPC and Animals are separated using the Editor. The code from these 2 categories don't even run unless one or the other is selected. So, if your AI was set to Animal, none of the code for the NPC would be running in the script.
* Emerald has amazing performance by utilizing Unity's LOD system. This is done by deactivating Emerald and its components when not in view. This allows Emerald to have 1,000's of AI within 1 scene at a time. AI are then activated when within view when they become unculled. This process is seamless and fast. We tested this with 1,000+ AI/Animals spread across 13 square miles and maintained 60+ frames per second.
* Dynamic Herds and Packs - This is done dynamically by randomly generating an alpha on start. There is a 1 in 5 chance that an AI will be an alpha. If an AI that is not an alpha comes within range of an alpha, that is also the same Name Type (that is set within the Editor), and it isn't ready in a herd, it will become apart of that alpha's herd. AI within a herd will follow the alpha (in herd mode) to its generated waypoints. This can be used from animals, to enemies, to hordes of zombies.
* AI use slope detection and rotate according to the current terrain slope. This allows there to be no hovering on steep slopes as well as resulting in much more realistic looking AI. This option can be enabled or disabled if desired. This feature is only enabled if an AI is active.
* Behavior Types categorized as (Cowardly [will flee from appropriate tags] Passive [usable by farm animals or NPCs, allows AI to continuously wander around an area], Hostile [will attack anything with the appropriate tag on site] Defensive [will attack enemies on sight (with the tag enemy) but only attack a player, or others, if they are hit first.])
* After an AI has given up on its chase. It will return back to its starting position, if enabled, and continue to wander within its Wander Range.
* Max Herd Capacity for each AI Name Category. This is to help AI/animal herds from getting too big and dominating your artificial ecosystem.
* Alpha replacement. If an alpha AI dies, and it is leading a herd, it will generate a new alpha within its herd to become the new alpha.
* Turn Animation Support - We have also added support for turning animation, as requested. This feature is completely optional. Turning animations will play when an AI needs to take a turn that's sharper than ~60°. This also applies when an AI is attacking and chasing its opponent. This allows for greatly improved realism.


Example Systems
* Custom 3rd Player character controller that allows collisions with AI, running, stamina system (that will only allow the player to run as long as they have stamina), and footstep sounds system. Speed, jump height, sounds, and more are all customizable.
* Custom First Person character controller that allows collisions with AI, running, stamina system (that will only allow the player to run as long as they have stamina), and footstep sounds system. Speed, jump height, sounds, and more are all customizable.
* A customizable player weapon damage system is included with Emerald. This system has customizable timers, distances, and delays to perfectly match any custom animations customers may have. It also uses RayCast so all attacks are properly registered which then spawns a customizable blood effect right on the hit point of attack.
* AI receive damage by calling the Damage function. This makes it easy to implement custom forms of damage from bullets, arrows, or anything else.
* A Player Health system is also included. We have built a custom Editor to make it easier than ever to customize the settings. These settings include customizable health, health regeneration, attack sounds, UI, and more.
* An animal Breeding system allows users to feed animals, of similar type, to breed and spawn babies of customizable rarities (common, uncommon, rare, and super rare).
* We include a Loot System with our system. Easily integration with UFPS, Unity's FPSController, and other systems. Our wiki site covers these tutorials.
* An AI health bar example system is included that displays an AI's current health and name.


Example Scenes
* Animal Breeding Example – Demonstrates breedable animals, similar to MineCraft. Animals have 4 rarity types, Common, Uncommon, Rare, and Super Rare. A system is included that allows interaction with animals.
* Defensive AI Example - Demonstrates defensive AI that will attack enemies on sight (with the tag enemy) but only attack a player, or others, if they are hit first.
* Enemy/Hostile AI Example - Demonstrates enemy/hostile AI that will attack anything on sight with the tag Ally, Player, or prey.
* Fleeing Example – Demonstrates fleeing AI that will run away from the player when they get near.
* Loot Example - Demonstrates a loot system that randomly generates loot when an enemy is killed. It is then added to the player's inventory UI that is visible on screen.
* Prey and Predator Example - Demonstrates a predator AI chasing and killing its prey.
* AI Health Bar Example - Demonstrates displaying an AI's current health and name (UI included).


Combat System
* Attack sound support to play sounds when AI attack
* Randomized Attack Animations (Choose from up to 6 animation clips for your Predator to attack with.)
* Customizable Hunt Time that controls when a predator will give up on a chase.
* Support for Run Attack animations for those models that have it (this is an optional feature).
* Hit animation support, if desired (this will play a hit animation when an AI is hit by a player or other AI).


Animal Breeding
* Emerald is the only AI system that has a built in animal breeding system. Emerald will support 4 possible babies that can be bred based on the customizable probability system in the Editor. By default the odds are Common 60%, Uncommon 25%, Rare 10%, and Super Rare 5%. Animals must be "breed compatible". This is done by having the same Breed Type.
* Customizable Breed Seconds controls how long it takes for the animal to have its baby.
* Customizable Cool Down Seconds controls how long until the animal can breed again.
* Customiable Baby Seconds controls how long a baby will stay a baby until it's fully grown. This, and so much more, is possible with Emerald AI's Breeding System.


Code
* Well documented code with custom wiki site with tutorials, code references, documentation, example scripts, and more for you to get the most out of Emerald.
* Easy calling of functions like Damage(damageAmount) to damage an AI. All code and functions are covered in our Emerald Wiki Site.


Customization
* Easily create an AI with one button and Emerald does the rest.
* Dynamic Grazing/Roaming (AI/Animal will graze/roam in by a waypoint for a randomly generated time based off the minimum and maximum seconds set within the Editor)
* Option for up to 3 randomly chosen graze/idle animations which the AI will use.
* Intelligent Fleeing (AI will flee away from the Flee Tag to avoid danger. This makes it great for huntable animals/wildlife)
* Works with Untiy's NavMesh system (no need for other plugins or 3rd party assets)
* Adjustable Flee Trigger Radius (AI/animals will flee if their radius is met with the Flee Trigger Tag set via the Editor)
* Adjustable Wander Range (AI will only wander within the given radius)
* Visual in-scene Ranges for all Ranges above (Useful for speeding up development and level designing)
* Easy to use but powerful Editor with tabs for each option
* Customizable colors for all visual in-scene ranges
* Animation Options makes it easy to customize and add your model's animations via name as well as animation speeds (Perfect for matching movement speeds)
* Movement Options makes it easy to adjust Turn Speed, Walk Speed, Run Speed
* Option to enable or disable Dust Particle Effect for when AI is fleeing


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