1 min
The sixth CGD blog post about Don’t Walk By
This week I just added a added more State Info functionality to the Ai script. As well as implementing the service pawn ai.
I initially added a SetStateInfo
function to the ai which would allow users to set the ai’s state which would call it’s respective functions to start performing the state’s behavior.
This is useful for other systems that affect the ai and need to revert their state once they’re done (such as the puddle). I then updated this system further by making a RevertState
function. Now the ai store whatever state they’re in when they’re told to swap states. Then when RevertState
is called the ai uses SetStateInfo
with their currently stored state to go back their previous state.
The service pawn is a pawn that is linked to the phone ability. When the phone ability is used a service pawn will appear and path to to whatever hazard is being affected by the phone, then wait by the hazard (clearing it) before going back to where it came from. The service pawn can be in three states:
Using the path to point and stationary functionality of the ai I implemented these behaviors. A service pawn is spawned in using the SpawnServicePawn
in the PawnManager script.
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C++ 30
Directx12 11
Mario kart 11
Commercial games development 15
Unity 15
Low-level programming (19) C++ (30) Text based adventure (5) Ex-machina (9) Game engine programming (11) Directx12 (11) Mario kart (11) Land of gold (5) Audio visual production (1) Commercial games development (15) Unity (15) Don't walk by (15)