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However, it is not connected to anything just yet, as we want to play the animation when
the Goblin dies. We just need to hook this up to the Any state for when the Goblin's health
drops to 0 or below.
So, right-click on the Any state, create a new transition, and connect it to the new Gob-
linDeath state. Then, set the condition for this transition so that EnemyHealth is less than
1 .
To tidy things up, we also need to fix the transition from the Idle state to the Any state be-
cause we only want the Any state to be used when the Goblin is leaving the scene (either
in a box or as fast as his little legs will take him). This is because the Idle state is the de-
fault state and it will begin there, so we only need control when the Goblin goes into a de-
fense mode or attacks the player. To do this, we need to perform the following:
1. Remove the transition between the Idle state and the Any state.
2. Add a new transition from Attack to Idle with the condition playerSeen = false .
3. Add a new transition from Defend to Idle with the condition playerSeen = false .
This closes the loop a bit more cleanly between the action and exit states (it also stops a
bug where the state machine could hop directly from Idle to Death ).
The final Goblin AI Animator view should now look like this:
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