Chapter 9. Controlling Enemy Animation with AI and Triggers
In the last chapter, we looked at using ragdoll physics to add some realistic effects to our enemy death sequence.
In this chapter, we will build on the enemy AI that we began in Chapter 6, Talking Heads, creating three different behaviors for the enemy character within the game.
We will tackle the following aspects of the enemy AI:
- Targeting the player with range detection
- Making the enemy patrol
- Controlling root movement curves
- Attacking the player
- Injuring the enemy and implementing the ragdoll effect
- Obstacle detection and reaction
- Implementing pathfinding with navMesh