Game Development Reference
In-Depth Information
7. Drag-and-drop this component from the NPC into the condition field of inter-
action of
Element 0
. This associates this condition with the required interac-
tion code. Note that if we forget to add the component to the
DecisionMgr
as we have done, the condition component will never get evaluated.
8. Drag-and-drop an instance of
response_changeState
, and add it to the
NPC.
9. Set the NPC reference to the NPC that owns the component, and set the new
state to
turnToPlayer
.
10. Drag-and-drop this component from the NPC into the response field of the
interaction of
Element 0
. This associates the response with the required in-
teraction code.
11. Drag-and-drop an instance of
condition_fartherThanThresh
, and add
it to the NPC.
12. Set the
thresh
to
20
units,
trackObj
to the
npc
, and
baseObj
to
Player
.
13. Drag-and-drop this component from the NPC into the condition field of the
Interaction
tab of
Element 1
. This associates this condition with the second
interactions code.
14. Drag-and drop-another instance of
response_setState
onto the NPC. Set
the NPC to the parent NPC and the state to
patrol
.
Congratulations, we have configured the NPC
DecisionMgr
component to stop
when it is close enough and turn to face the player. When the player leaves, the NPC