The Enemy Behaviour Component is applied to Chomper and Spitter, our two enemies in the game. Find these enemies in the project window in Prefabs > Enemies.
Both enemies use the same component, they just use different settings.
Sprite Faces Left: Check this box if the Sprite should face left.
Speed: The speed of the enemy.
Gravity: How fast it falls.
- Projectile Prefab: The Prefab of the projectile the enemy is to fire (only for projectile enemy).
View Direction: The direction in which the enemy can detect the player. This is depicted with a green circle in the Scene View
View FOV: The Field of View the enemy has. This is depicted with a green circle in the Scene View
View Distance: How far away the enemy can see the player. This is depicted with a green circle in the Scene View
Time Before Target Lost: The amount of time before the enemy will stop chasing or searching the player once the player is out of range.
Melee Attack Data Melee attack information, this only applies to Melee enemies like Chomper.
Melee Range: The distance away from itself the enemy can hit the player.
Melee Damager: The Damager Script on the enemy. See Damage System for more information.
Contact Damager: The Contact Damager Script on the enemy, this script causes damage by touching the enemy.
Attack Dash: Enables or disables a dash forward when the enemy attacks.
Attack Force: The force applied to the Player when they’re attacked. This is what pushes the player back after being attacked.
Ranged Attack Data Ranged attack information. This only applies to for ranged enemies like Spitter.
Shooting Origin: The position the projectile is shot from.
Shoot Angle: The angle at which the projectile is shot from the origin.
Shoot Force: The force applied to the projectile.
Fire Rate: How fast the projectiles are shot.
Shooting Audio: The RandomAudioPlayer used when a shot is fired.
Melee Attack Audio: The RandomAudioPlayer used when a Melee attack occurs.
Die Audio: The RandomAudioPlayer used when the enemy dies.
Foot Step Audio: The RandomAudioPlayer used for the enemy’s footsteps.
- Flickering Duration: If the enemy’s health is more than 1, when it is hit, it flickers to indicate a hit. This value is the duration of time the flicker lasts.