2D AI Tool Pro 1.2 is available


This time a big update with lots of new features that will help devs create the characters A.I. faster and more dynamic than before.

  • 4 new event-based nodes, that will make the state machine dynamic and react to the environment, player damage direction, player input, and change behavior based on the character’s health. You can find the tutorial on how to use them in the documentation.
  • A simple state that plays animation was added, it can be useful if you want to just play an animation instead of a full behavior.
  • A powerful state that can change stats of objects in the scene, there are lots of useful stats to change at runtime, is really easy to use it and can be combined with the new special node OnObjectsClose, you can see some examples in the demo scenes.

Check the full changelog below.

All notable changes to this project will be documented on Devlog posts and the ChangeLog file. This project adheres to Semantic Versioning. This changelog refers to the Pro version of the tool, every fix and optimization documented can be applied or not to the Free version.

[1.2.0] - 2021-06-01

Added

  • Special node called “PlayAnimation”, acts just like a normal state but only plays animations.
  • Special node called “OnPlayerInput” that is triggered by an internal event when the player press the specified input, work with both Old and New Input managers.
  • Special node called “OnObjectsClose” that is triggered by an internal event when the entity is inside a specified collider’s trigger or inside the OverlapCircle.
  • Special node called “OnEntityHealth” that is triggered by an event when the entity’s health is bellow or equal to a specified percentage or value.
  • Special node called “OnDamageDirection” that is triggered by an event when the entity receives damage from a specified direction.
  • An entity state node called “E_ChangeObjectsStats”, that can be used to change sprites, materials, layers, tags, and some others stats of objects in the scene with specified tags.
  • A component called “EntityInteractable” that is required for triggering the OnObjectsClose nodes, also uses Unity events to trigger logics in the inspector.
  • A component called “EntityInput” that is required for triggering the OnPlayerInput nodes, also uses Unity events to trigger logics in the inspector.
  • New API calls for the EntityGraph, which retrieves the new event-based nodes.
  • Internal methods to the EntityAI that is used to handle the new special nodes.
  • New API call for the Entity for checking the facing direction.
  • The demo scenes now supports both New and Old Input manager.

Changed

  • Add a new layer set up for the demo scenes: “Player Projectiles”. To split both projectiles so they can collider with both ground and enemies.
  • Refactor of Projectile script, now it uses OnTrigger events to damage targets and an internal OverlapCircle to detected the next frame position, preventing the projectile to pass through colliders.
  • Optimized the EntityGraph APIs to retrieve nodes from the graph, by adding a dictionary call instead of Linq queries.
  • Fixed issue with the entities facing directions when they return from the pool.
  • Fixed issue with rotation transform of entities in Top-down mode.
  • Fixed issue with FollowTarget, and FollowPartner states where they could lose the target and return a generic error.
  • Fixed the name of the EntityGraph windows, where they were not displaying the correct name of the file.
  • Fixed animations of demo scene enemies.
  • Changed the min value of the rotation speed on EntityData.
  • Changed the path to the Editors windows of EntitySystemEditor and Help file.
  • Changed folder name of the Editor windows.
  • Removed unused Odin serialized directives.

[1.1.0] - 2021-05-21

Added

  • A special node called “MultiTransitionalNode” allows states to transition to multiple states in a specified order.
  • New Type of projectiles called MissileProjectile, that follows the target and can be damageable if layers are properly set.
  • New sprites in demo scenes for projectiles.
  • Better debugs warning and error logs in NavMesh-based states to better inform problems with missing NavMesh, and targets outside NavMesh.
  • New bool type option on E_ShootProjectile.cs called “instantFirstShoot”, where if “true” the state will shoot the projectile on state enter instead of waiting for “delayBetweenShoots”.
  • New example of how to use the MultipleTransitionalNode on the “Shooter” entity in the Platformer demo scene.

Changed

  • Some Projectiles.cs Private variables encapsulation to Protected for using they on Parent classes.
  • Optimization on E_DodgeState.cs, like caching, internal class, and cleaning code.
  • Clamped value of the float variable “delayToExitState” to 0f minimum in E_SpawnObject.cs.
  • Clamped value of the float variable “delayBetweenShoots” to 0f minimum in E_ShootProjectile.cs.
  • Clamped value of the float variable “delayToExitState” to 0f minimum in E_ShootProjectile.cs.
  • Clamped value of the int variable “maxShootsInState” to 1 minimum in E_ShootProjectile.cs.
  • Fix missing initialization of the targets’ layer mask on Entity.cs OnEnable method.
  • Fix bug where the state E_ShootProjectile.cs could be stuck if the animation played too fast.
  • The delay between shoots now will only start when the shooting animation finishes.

[1.0.0] - 2021-05-17

  • First Release

Files

2D AI Tool - Pro 1.2.0.unitypackage 27 MB
Jun 01, 2021
CHANGELOG.md 4 kB
Jun 01, 2021

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