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;
1 parent ad0bd77 commit 56a73f7e27d6fe032f7df2639339f901b10f9a61
@Rackday Rackday authored on 16 Aug
Showing 18 changed files
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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/Transition.cs
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Assets/Scripts/NPC/Sensors/Awareness.cs
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Assets/Scripts/Player/PlayerController.cs