Game Development Reference
In-Depth Information
Note
If you need more details on how to set up a scene with a character patrolling a
path, refer to Chapter 2 , Patrolling .
Now that we have a scene, let's create a behavior tree for Penelope; we want her
to just walk following the path and stopping at the end. Select Penelope's AI object
and open Behavior Editor . Create a new behavior tree called WalkPenelope and
add a patrol route node to the root. Set the route to "PenelopeRoute" . We just want
Penelope to walk the route once and then stop, so set the Repeat field to Never
and the Loop Type field to One Way . Lastly, set the Move Target Variable field to
moveTarget and create a child move node that uses moveTarget to move. The tree
should look like the following screenshot:
If you run the demo now, Penelope will travel around the path, but there will be no
character animation; she will just slide on the ground. To fix this, we'll add animation
to our character.
Configuring RAIN animations
To configure animation for Penelope on her RAIN menu, select the Animation tab.
(Again, this is the tab with a little figure running on it.) RAIN supports two animation
systems: BasicAnimator and MecanimAnimator . Since the Penelope character
doesn't use Mecanim, leave the animator as basic. The Add Animation State drop-
down will then be automatically populated with the different animation clips available.
Choose the animation states run and idle .
Your animation tab should look like the following screenshot:
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