在unity内使用playmaker制作角色的AI

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2018-11-07 11:29:39
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在unity内使用playmaker制作角色的AI
视频选集
(14/41)
01. Course_Overview
01:43
02. Playmaker_Introduction
03:56
03. Adding_a_Brain_to_the_Hero_Character
07:44
04. Laying_out_a_Sketch_of_a_Point_and_Click_Control_System
05:25
05. Identifying_the_Root_Object_and_Animator_Component_from_within_Playmaker
04:09
06. Using_Layers_to_Determine_What_Object_the_Player_Clicked_On
06:21
07. Adding_Pathfinding_Actions_through_the_Ecosystem_Browser
02:10
08. Creating_NavmeshAgent_Destinations_Using_the_New_Actions
04:55
09. Investigating_the_Animator_Parameters_on_the_Hero_s_Animator_Controller
03:22
10. Adding_a_Separate_FSM_to_Handle_Walking_Animations
06:26
11. Negative_Feedback_-_A_Shrug_Animation_to_Show_the_Path_Is_Invalid
04:16
12. Sketching_a_Flowchart_of_the_Attack_Sequence
05:47
13. Checking_the_Distance_from_the_Player_to_the_Enemy
07:28
14. Carrying_out_an_Attack_Animation
06:19
15. Powerup_Introduction
01:03
16. Creating_a_New_FSM_to_Handle_Player_Stats
07:17
17. Handling_Trigger_Enter_and_Exit_Events_on_the_Powerup_Altar
03:24
18. Sending_Events_and_Changing_Variables_Between_Two_FSMs
03:05
19. Using_a_Global_Variable_to_Control_a_UI_Element
03:07
20. Adding_Visual_Feedback_Using_iTween_to_Shake_the_Camera
04:16
21. Using_an_Ease_Curve_to_Animate_a_Float_Variable
03:02
22. Lowering_the_Player_s_Health_and_Affecting_the_Heads-up_Display
05:13
23. Providing_Diegetic_Sound_and_Visuals_on_the_Hero_s_Sword
06:36
24. Preparing_the_Ice_Prefab_to_Be_Instantiated
07:27
25. Laying_out_the_FSM_to_Handle_the_Shot_Being_Fired
02:41
26. Instantiating_the_Ice_Prefab_and_Altering_the_Player_Stats
07:59
27. Introduction_to_the_Enemy
00:56
28. Laying_out_Scene_Objects_and_Adding_a_Cinemachine_Group_Target_Camera
06:24
29. Making_a_Patrol_Sequence_for_the_Enemy_Guard
05:19
30. Syncing_Footsteps_with_the_Enemy_s_Animator_Component
02:15
31. Laying_out_an_Attack_Sequence_for_the_Enemy
02:37
32. Preparing_a_New_FSM_on_the_Enemy_for_Handling_Line_of_Sight
03:46
33. Implementing_Line_of_Sight_and_Providing_Feedback_to_the_Decisions_FSM
05:21
34. Implementing_Actions_for_the_Attack_Sequence
03:25
35. Implementing_the_Hiding_Sequence
05:26
36. Making_the_Enemy_React_to_the_Ice_Shot
04:37
37. Handling_Collisions_on_the_Enemy_s_Weapon_Using_Animated_Triggers
04:22
38. Tracking_the_Enemy_s_Health_in_a_Stats_FSM
05:04
39. Using_an_FSM_on_the_Hero_to_Do_Damage_to_the_Enemy_on_Weapon_Contact
03:42
40. Tracking_the_Hero_s_Health_and_Receiving_Damage_from_the_Enemy_s_Weapon
02:33
41. Testing_with_Multiple_Enemies
00:32

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