Enemy Skills by Example - Channeled Fire Breath | AI Series Part 22
Published: 20 Jul 2021
We're creating a new implementation of a SkillScriptableObject, FireBreath. This will be a channeled skill, meaning the enemy will stop doing everything else while this is happening, use this skill, then continue on with what they were doing before (chasing the player). Channeled abilities are really good risk/reward propositions for your players because, generally, these are powerful abilities enemies can use that leave them vulnerable in some way. While this implementation is basic to demonstrate how to achieve the channeled effect, I hope by the end you understand the paradigm you can apply to any channeled ability in your game.
In this tutorial we're expanding on what we did in the last tutorial, AI Series Part 21: How to implement Enemy Skills/Abilities Part 1: https://youtu.be/faNV-hWu07o. If you haven't checked out that one, GO BACK! It's super important to understand the foundational code we implemented there that we're building on in this video!
๐จโ๐ป As always, all code from this video is available on GitHub: https://github.com/llamacademy/ai-series-part-22/
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๐ Resources
โซ Part 1 of this subseries (AI Series 21) - Foundation and Jump: https://youtu.be/faNV-hWu07o
โซ Part 2 of this subseries (AI Series 22) - YOU ARE HERE - Fire Breath: https://youtu.be/N0MxweZG88o
โซ Part 3 of this subseries (AI Series 23) - Ice Lance: https://youtu.be/F0vNZ6L94dM
โซ Part 4 of this subseries (AI Series 24) - Poison Gas: https://youtu.be/6ZrX6hfV094
As usual with the AI Series, we're using the NavMesh Components: https://docs.unity3d.com/Manual/NavMesh-BuildingComponents.html not the built-in navigation system.
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