Game Development Reference
In-Depth Information
The movement state
The move state is nearly identical to the idle state, as every possibility is equally valid ex-
cept for the addition of the looping movement.
The soldier's FSM move to position state
As our move action is time-based, instead of terminating when our agent reaches its target
position, we need to continue looping within the state until a better option becomes avail-
able:
SoldierLogic.lua :
function SoldierLogic_FiniteStateMachine(userData)
...
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