- added AIBrain which can switch between Idle and Attack. Owned by ServerCharacter
- renamed Action enum to ActionType to prevent name conflicts with Action class
- gave NetworkingManager its own prefab (this is the only change to MainMenu)
- testing hack: press the "E" key on the server/host to spawn an enemy at 0,0,0
Added imp enemy to character lineup. Updated Boss with his own animation controller and replaced old boss prefab with new one that now has the cape rigged and animated
-- added HitReact state to CharacterSetController (triggered by "BeginHitReact")
-- Made everybody have a ClientCharacter component.
-- Added a ClientCharacter->ClientCharacterVisualization reference, so that you can
get the visual GameObject from a NetworkId.
-- Fixed issue where placed Boss wasn't on the right Layer, making him invincible.
-- Hooked up some very preliminary HitReact logic in ClientCharacterVisualization (will be refactored shortly as part of ActionVisualizer).
-- ChaseAction now rotates you to target even if you don't move.
-- ChaseAction no longer "inches forward" every time you attack.
-- MeleeAction now does a preliminary DetectFoe in Start. There's a lengthy comment explaining this, for educational purposes.
-- The TANK_BASEATTACK range has been tuned to look better.
-- ActionRequestData now checks which fields are "non-default" and uses that to populate a flags byte,...
-- added HitReact state to CharacterSetController (triggered by "BeginHitReact")
-- Made everybody have a ClientCharacter component.
-- Added a ClientCharacter->ClientCharacterVisualization reference, so that you can
get the visual GameObject from a NetworkId.
-- Fixed issue where placed Boss wasn't on the right Layer, making him invincible.
-- Hooked up some very preliminary HitReact logic in ClientCharacterVisualization (will be refactored shortly as part of ActionVisualizer).
-- ChaseAction now rotates you to target even if you don't move.
-- ChaseAction no longer "inches forward" every time you attack.
-- MeleeAction now does a preliminary DetectFoe in Start. There's a lengthy comment explaining this, for educational purposes.
-- The TANK_BASEATTACK range has been tuned to look better.
-- ActionRequestData now checks which fields are "non-default" and uses that to populate a flags byte, rather than relying on s...
Update to Dungeon layout including beginnings of Boss Area. Also, Interactive objects stubbed out. Additional tile pieces created. Arrow FX model added.