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!


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📚 Resources

🟠 Part 1 of this subseries (AI Series 21) - Foundation and Jump: https://youtu.be/faNV-hWu07o

🟠 Part 2 of this subseries (AI Series 22) - YOU ARE HERE - Fire Breath: https://youtu.be/N0MxweZG88o

🟠 Part 3 of this subseries (AI Series 23) - Ice Lance: https://youtu.be/F0vNZ6L94dM

🟠 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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