Added AI code for enemies utilizing State Management Created simple enemy prefab with the AI
13 lines
324 B
C#
13 lines
324 B
C#
using AI.Base;
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using System;
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using UnityEngine;
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[CreateAssetMenu(menuName = "AI/Enemy/EnemyWalkState")]
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public class EnemyWalkState : StateNode {
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override public void Start() { Debug.Log("Entering Idle"); }
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override public void Tick() { }
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override public void Stop() { Debug.Log("Exiting Idle"); }
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}
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