Published on March 14, 2017 by Unity
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In this session we will look at creating a finite state machine based AI system which can be configured in Unity’s inspector using ScriptableObjects for states and actions in those states.

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1 Comment on "Pluggable AI With Scriptable Objects – Attack Action [8/10] Live 2017/3/08"

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Lord Lefan
Lord Lefan
7 months 3 days ago

since the Fire function already has a parameter for the attack rate, wouldnt the CheckIfCountDownElapsed be redundant in this case? I even try removing the IF condition, and it still works