CowsinsAI.cs
You can find this script in Assets > CowsinsAI > Scripts
Basic Variables
Current State - This is a read only enumerator which defines what state the AI is currently in (Idle, Search, Attack)
AI Type - This defines how the AI will function (Enemy, NPC)
Use Ragdoll - This allows the AI to ragdoll upon death view Tutorials to see how to set this up
If 'Use Ragdoll' is set to false, these variables will show:
-- Start --
Use Death Animation - Will search for the 'Death' boolean in the Animator to trigger the animation upon death instead of using ragdoll
Destroy After Time - A float will appear where you can set how long in seconds until the AI destroys itself to save performance
-- End --
Dumb AI - This will make the AI act as sort of a dummy that you can shoot at and kill without it attacking you or moving
if 'Dumb AI' is set to false, these variables will show:
Move Mode - Several options to choose from (Random Move, Waypoints, Idle)
Random
Wander Radius - How far out the AI will go in one movement
Min Wander Distance - Minimum distance the AI should move from where the its' previous position was
Max Wander Distance - Maximum distance the AI should move from where its' previous position was
Wait Time Between Wander - After time has elapsed, it will move to a different position (Adjust this variable to fit your preference)
Waypoints
Waypoints - This requires an empty gameObject in the scene with the Waypoints.cs script attached that has different locations predefined.
Waypoint Wait Time - After time has elapsed, it will move to the next waypoint in the list (Adjust this variable to fit your preference)
Idle
No variables
Search Radius - How far out the AI should search for the AI whilst in the 'Search' state
Increase Sight on Attack - When enabled, the viewing angle for the AI will increase after provoked by player and in 'Search' state
Attack Search Angle - Defines what radius the AI can see after being provoked by the player in the 'Search' state
Search Angle - Defines what radius the AI can see
Target Mask - The layer that the AI will use as the player's layer (hostile)
Obstruction Mask - The layer(s) that the AI can not see the player through
Search Wait Time - How long the AI will spend trying to find the player after losing sight
Combat Variables
Enemy Type - Gives you two options to choose from for the enemy AI: Shooter, Melee
Shooter
Type - Gives you two options to choose from as the enemy type: Hitscan, Projectile
Hitscan
Bullet Trail - The GameObject with a line renderer that the AI will use
Spread Amount - The amount of spread the AI will use whilst firing so it won't laser you
Hit Mask - The layer that the AI will use to damage the player
Projectile
Projectile - The GameObject the AI will use to spawn and damage the player
Universal Combat Variables
Fire Point - The empty gameObject that the AI will use to fire the bullets from
Shooter Animator - The Animator the AI will use for the shooter animations
Shoot Distance - The distance of which the AI will stop at to start shooting at the player
In Shooting Distance - Boolean used for debugging to see if the AI is in an appropriate radius
Time Between Shots - Seconds elapsed before the next shot is fired
Melee
Melee Distance - How close to the player the AI will get before attacking
Melee Animator - The Animator the AI will use for the melee animations
Wait Between Attack - Seconds elapsed before the next attack occurs
Damage Amount - How much the AI will damage the player for
Debug Variables
Shooting Distance Debug - When enabled and with 'gizmos' selected, you can visualize the radius used for shooting attacks
Melee Distance Debug - When enabled and with 'gizmos' selected, you can visualize the radius used for melee attacks
Can See Player Debug - When enabled and with 'gizmos' selected, you can see if the AI can see the player by a line being drawn between the AI and the player
Search Radius Debug - When enabled and with 'gizmos' selected, you can visualize the radius used for search
Runtime Debug Variables
Can See Player - Boolean used if the AI can see the player
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