Enemy Skills by Example - Jump Attack | AI Series Part 21
Published: 13 Jul 2021
In this tutorial I show how to set up the foundation for enemies using abilities or skills and implement a basic gap-closing skill - Jump where the enemy AI will jump to the player's location then resume following.
With this foundation for abilities all skills will share some common properties such as Damage, Cooldown, and UnlockLevel. Any skill we implement can add additional properties such as MinJumpDistance and MaxJumpDistance to further restrict when a skill can be used.
In this basic example, every enemy will manage their own skills based on an array of SkillScriptableObjects and will check every frame if they can use any of their skills, and if so, they will use that ability. You can extend this to have smarter logic and more optimized logic by having some EnemySkillManager class that controls when an enemy can use a skill, but we're not looking at that in this video.
In the next couple of videos we'll take a look at some more use cases like channeled abilities, instant-cast abilities, and use-on-target-area abilities.
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📚 Resources
🟠 Part 1 of this subseries (AI Series 21) - YOU ARE HERE! Foundation and Jump: https://youtu.be/faNV-hWu07o
🟠 Part 2 of this subseries (AI Series 22) - 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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