- Nov 13, 2016
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Jordan authored
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Mitchel Kovacs authored
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Mitchel Kovacs authored
This reverts commit fc0f1ccb.
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Mitchel Kovacs authored
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- Nov 12, 2016
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Mitchel Kovacs authored
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- Nov 11, 2016
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Jordan authored
- All animations are the SAME as the player now - The animation variable "speed" used to be bool, now it's float (like player)
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- Nov 09, 2016
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Graham Solie authored
Added Decsions and actions based on emeny health and player health
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- Nov 08, 2016
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Jordan authored
- Character is now sperated into seperate parts - All new animations for each action - Weapon swapping is added -> Create weapon asset, add sprite, drag onto players 'weapon' object (see hierarchy) - A bit of organizing, feel free to do more
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Graham Solie authored
Enemy is taking damage but player is still not....for some reason
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- Nov 07, 2016
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Ryan Hoppe (rmh898) authored
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Ryan Hoppe (rmh898) authored
This will be used for determining when to use various special attacks throughout the decision tree. This is simply a template and values can be changed. Also added a placeholder for a poison special attack, to be implemented.
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Graham Solie authored
Please keep Left is true and Right is false Started to add player health
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- Nov 06, 2016
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Jordan authored
DECISIONS TREE CLASS: - Made lots of members private to remove Unity warnings - Removed parameters we didn't need from a few functions ENEMYAI: - Few structural changes, BuildDecisionTree seems to work in start() now - Now denoting actions with "a_ACTIONNAME" and decision with "d_DECISIONNAME". Easier to read!
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- Nov 02, 2016
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Graham Solie authored
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Graham Solie authored
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- Oct 31, 2016
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Graham Solie authored
enemy blocks and attacks
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- Oct 30, 2016
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Graham Solie authored
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- Oct 29, 2016
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Graham Solie authored
So Smart
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Jordan authored
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