Agents

Проверено с версией:: 2017.2

-

Сложность: Средняя

Introduction

Now that we have a tower, we will need something for the tower to defend against. This next section will explain how to create enemy Agents that will try to attack the player’s home base. A large part of the process of getting them to navigate around a stage will be covered in Setting Up a Stage, but we will not be able to do that without first setting up an Agent GameObject with the necessary components.

Note that we will be using the term ‘Agent’ instead of ‘Enemy’ to refer to these autonomous actors.

Creating an Agent

The first step is to make an Agent Configuration.

  • In the Project window, click on the Create menu at the top right and choose: Create > Tower Defense > Agent Configuration

We now have an Agent Configuration, where we can set values for the agent.

Next, we must create the Agent GameObject.

  • Create an empty GameObject

  • Name the GameObject NewAgent

  • Add a HitscanLauncher or BallisticLauncher component to the game object. Refer to https://unity3d.com/learn/tutorials/puroziekutos/tower-defense-template/targeting-and-firing for more information

  • Add an AttackingAgent or FlyingAgent component to the GameObject

  • Drag the Enemy SimpleAlignment ScriptableObject into the Alignment field

  • Add a mesh to visualise the Agent as a child object of the Agent GameObject

  • Create an empty child GameObject of the Agent and name it Targetable. This object will ensure that Towers view the Agent as a valid target of attack

  • Select the Agent in the Hierarchy window and drag the Targetable into the Target Transform field of the Agent component

Note that a NavMeshAgent component is added automatically upon adding an AttackingAgent or FlyingAgent component. The NavMeshAgent component is required to ensure the Agent can move around the level. The values defined within it specify how it does that.

As is the case with towers, an Agent cannot be defined simply by attaching a AttackingAgent or FlyingAgent component to a GameObject. Some other components will be required to ensure that the Agent carries out its required behaviours.

  • Add an appropriate Collider component that encapsulates the Agent’s mesh to the NewAgent GameObject

A Collider is necessary for an Agent to be able to determine whether or not it was hit by a projectile.

  • Add a DamageCollider component to the NewAgent GameObject

Understanding the AgentConfiguration

Agent Name

This is the name of the Agent.

Agent Description

A description string to describe the Agent and its capabilities.

Agent Prefab

The Prefab that contains the AttackingAgent or FlyingAgent component for this Agent.

Understanding the AttackingAgent and FlyingAgent components

The Starter Kit includes two different Agent components: AttackingAgent and FlyingAgent. These two agents respond differently if their path is blocked.

AttackingAgent will stop and attack nearby towers until a path becomes available and depends on an AttackAffector to operate (see Targeting and Firing below). FlyingAgent will simply fly over obstacles directly to its destination, ignoring usual NavMesh behaviour.

Both of these components extend the Agent base class, and are configured in exactly the same way. We can also implement our own logic for how agents behave by creating scripts that extend the Agent base class.

Max Health

The maximum health of this Agent.

Starting Health

The starting health of this Agent.

Alignment

Alignment defines which "team" the Agent is on, and therefore what the Agent targets and is targeted by. When creating enemy Agents, this will usually be set to Enemy.

Target Transform

Ordinarily when Towers or Agents target each other, they will aim for the origin of their transforms. The TargetTransform allows us to set an alternate point to fire at.

Applied Effect Offset

If a Tower applies an effect to the Agent, this value allows us to adjust the position of that particle effect.

Applied Effect Scale

If a Tower applies an effect to the Agent, this value allows us to adjust the size of that particle effect.

Связанные обучающие материалы