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quick:program [2019/05/13 13:49] – rodrigobravo | quick:program [2020/09/03 09:14] – pedro | ||
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# Programmers Quick Start Guide | # Programmers Quick Start Guide | ||
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If you play that scene, you may have noticed that if the `Enemy` reaches the player, he keeps joined to him and slowly orbitating. This is not, surely enough, a nice behavior for a frightening enemy. We would want our enemy to stop moving and shoot the player when the distance between them reaches a threshold. We will do that adding a new child behavior to the priority selector but we need the `Shoot` action in the first place. | If you play that scene, you may have noticed that if the `Enemy` reaches the player, he keeps joined to him and slowly orbitating. This is not, surely enough, a nice behavior for a frightening enemy. We would want our enemy to stop moving and shoot the player when the distance between them reaches a threshold. We will do that adding a new child behavior to the priority selector but we need the `Shoot` action in the first place. | ||
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- Create a new node in the canvas for the `ShootOnce` action. Note the action parameters in the inspector and, specifically, | - Create a new node in the canvas for the `ShootOnce` action. Note the action parameters in the inspector and, specifically, | ||
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- We want the shooting parameters to be available in the inspector of those game objects that use the behavior. Select _blackboard_ for all the three input parameters, and create a new field for each one. Use the default names except for `velocity`, where something like `bulletVelocity` is preferred to avoid confusion. | - We want the shooting parameters to be available in the inspector of those game objects that use the behavior. Select _blackboard_ for all the three input parameters, and create a new field for each one. Use the default names except for `velocity`, where something like `bulletVelocity` is preferred to avoid confusion. | ||
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