Minor Update
NEW: -Added a Cover Action script (needs to be tested); -For testing purposes it was added to a target multiple states such as Aiming, out of bullets, etc. This state will provide information to the NPC to make the decision of getting covered; -The condition script to the NPC change to Cover State was changed, now the NPC will try to find cover if detects a cover location with the Awareness sensor and also if the cover location provides cover based on the target position (needs to be tested); FUTURE CHANGES: -Test the NPC cover state; -Add actions while the NPC is in cover state; -Add animations to NPC cover state; |
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Assets/Scripts/NPC/FSM/Actions/Combat/Ranged/GoToCoverAction.cs 100644 → 0 |
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Assets/Scripts/NPC/FSM/Actions/Combat/Ranged/GoToCoverAction.cs.meta 100644 → 0 |
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Assets/Scripts/NPC/FSM/Actions/Combat/Ranged/GoToCoverLocation.asset 0 → 100644 |
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Assets/Scripts/NPC/FSM/Actions/Combat/Ranged/GoToCoverLocation.asset.meta 0 → 100644 |
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Assets/Scripts/NPC/FSM/Actions/Combat/Ranged/GoToLocationCoverAction.cs 0 → 100644 |
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Assets/Scripts/NPC/FSM/Actions/Combat/Ranged/GoToLocationCoverAction.cs.meta 0 → 100644 |
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Assets/Scripts/NPC/FSM/Conditions/Combat/TryToFindCoverLocation.cs |
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Assets/Scripts/NPC/FSM/FSM.cs |
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Assets/Scripts/NPC/FSM/State.cs |
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Assets/Scripts/NPC/FSM/States/Alive/Combat/RangedCombat/RangeCombatState.asset 0 → 100644 |
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Assets/Scripts/NPC/FSM/States/Alive/Combat/RangedCombat/RangeCombatState.asset.meta 0 → 100644 |
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Assets/Scripts/NPC/FSM/States/Alive/Combat/RangedCombat/RangedCombatState.asset 100644 → 0 |
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Assets/Scripts/NPC/FSM/States/Alive/Combat/RangedCombat/RangedCombatState.asset.meta 100644 → 0 |
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Assets/Scripts/NPC/FSM/States/Alive/Combat/RangedCombat/RangedCombatState.cs 0 → 100644 |
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Assets/Scripts/NPC/FSM/States/Alive/Combat/RangedCombat/RangedCombatState.cs.meta 0 → 100644 |
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Assets/Scripts/NPC/FSM/Transition.cs |
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Assets/Scripts/NPC/Sensors/Awareness.cs |
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Assets/Scripts/Player/PlayerController.cs |
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