一个全面的和高度可定制的敌人人工智能引擎,满足所有敌人的需求。无论你的敌人是近战、远程还是掩护射击。Blaze AI会保护你。

什么是BLAZE AI?

一个通用的敌人人工智能引擎的巨大价格!如果你想在你的游戏中加入任何类型的敌人ai,Blaze将会为你的游戏建造任何你选择的游戏对象,并使它变得智能、真实和具有挑战性。不需要编程,它就可以把一个立方体变成一个巡逻代理。

Blaze AI的力量

你可以使用火焰AI创造任何敌人类型。例如:

流浪/逃跑的动物或无脑僵尸✅
智能人工智能对环境做出反应并协调它们的攻击✅
掩护射击手AI开火,躲在掩护后面,尽量不被✅打中
远程人工智能从远处投掷长矛✅
近战野蛮斗士✅

无框架方法

Blaze AI提供了一种非常简单的方法来构建你的人工智能,并不强制某种方法或框架。然而,无论你想做什么,Blaze给你在你的脚本和MonoBehaviour中以任何方式做它的自由。这意味着Blaze可以与任何系统或资产集成。不管怎样。它也适用于可视化脚本。

高度模块化和独立于状态的设计

每个状态都有自己的行为脚本,它是一个单行为,可以编辑,甚至可以从sctach编写高度可定制的行为。你甚至可以在运行时交换一个状态的行为脚本,让你的敌人在特定条件下做出不同的行为。最后,并非所有状态都需要使用。用你需要的,剩下的空着。

动画的简易性

Blaze中的动画是一股新鲜空气。将你的动画拖放到动画制作人那里,然后在Blaze中输入你想要播放的动画名称,就可以了!没有转换或触发器。没什么!Blaze会为你做所有的工作,你可以让你的动画师保持整洁有序。

可定制性

您将会惊讶于您将获得的可定制性和选项的水平。设置您自己的功能、动画、事件和音频。打开或关闭功能。你总是可以让你的敌人类型独一无二。

同伴模式

Blaze不仅帮你树敌,也帮你交朋友。有一个人工智能备份你的球员通过厚和薄使用高度灵活的同伴模式和其他人工智能一起战斗。命令你的同伴原地不动,跟随,攻击一个敌人,去某个地点等等。

布娃娃支架

Blaze AI在死亡和击倒时支持布娃娃(这是一个AI布娃娃可以重新站起来的功能)。所有这些都具有无缝过渡和用户设置的力度。


表演

Blaze AI经过代码优化,在构建时考虑了性能。在可脚本化的对象中提供距离剔除、视觉循环帧、视觉性能模式、AI音频,以减少所有物理操作中的内存占用和可设置层。

API和编程

Blaze提供了许多API和对属性的访问,可以完全动态地控制您的人工智能。所有检查器属性都可以通过代码动态访问和更改,以改变AI在运行时的行为方式。文档中列出了所有的API和公共属性。

BLAZE支持的一瞥

多目标视觉系统-掩护射击-近战-远程-人工智能vs人工智能-同伴模式-扫射-后退-追逐-人形和通用模型-分心系统-人工智能通信-动画根运动-击中/击倒(布娃娃)-死亡(布娃娃)-对某些标签作出反应-距离剔除-敌人调度程序-皮肤检查敌人接触-搜索-友好模式-逃离

我们关心小细节

选择是否检查分心位置。
惊讶状态-通过自定义动画和音频对第一次看到敌人感到惊讶。
为每个状态设置不同的巡逻音频。
随机巡逻空闲动画(例如:系鞋带,重装枪)。
无限的攻击动画和事件。
设置每个航路点的慢车旋转。
还有这么多!

包装和演示

该软件包带有8个内置和URP演示(如视频所示),可帮助您启动并运行您需要的一切。还附带了完整的文档和源代码(按区域进行了注释和组织)。

THE POWER OF BLAZE AI

You’ll be able to create any enemy type using Blaze AI. For example:

Wandering/fleeing animals or brainless zombies ✅
Smart AIs that respond to the environment and corrdinate their attacks ✅
Cover shooter AI that fires, hides behind cover and tries not to get shot ✅
Ranged AI that throws spears from a distance ✅
A melee brute fighter ✅

FRAMEWORK-FREE APPROACH

Blaze AI offers a very simplistic approach to building your AIs and doesn’t force a certain methodology or framework. However and whatever you want to do, Blaze gives you the freedom to do it in any way in your scripts and MonoBehaviour. This means Blaze is integratable with any system or asset out there. No matter what. It also works with visual scripting.

HIGHLY MODULAR & STATE-INDEPENDANT DESIGN

Every state has it’s own behaviour script which is a MonoBehaviour that can either be edited or even written from sctach for highly-customizable behaviour. You can even swap the behaviour script of a state in runtime to make your enemy act differently in certain conditions. Lastly, not all states need to be used. Use what you need and leave the rest empty.

EASE OF ANIMATION

Animations in Blaze are a breath of fresh air. Drag and drop your animation to the Animator then simply type that animation name in Blaze where you want it to be played and that’s it! No transitions or triggers. Nothing! Blaze will do all of the work for you and you’ll get to keep your animator clean and organized.

CUSTOMIZABILITY

You’ll be surprised by the level of customizability and options you’ll get. Set your own functionalities, animations, events and audios. Turn features on or off. You can always make your enemy types unique.

COMPANION MODE

Blaze doesn’t only help you to make enemies but friends too. Have an AI backup your player through thick and thin using the highly flexible companion mode and fight other AIs together. Order your companion to stay put, follow, attack an enemy, go to a certain location and more.

RAGDOLL SUPPORT

Blaze AI supports ragdolls on death and on knock out (a feature where an AI ragdolls and gets up back again). All with seamless transition and user-set force.

PERFORMANCE

Blaze AI is code-optimized and is built with performance in mind. Offering distance culling, vision cycle frames, vision performance mode, AI audios in scriptable object for less memory-footprint & settable layers in all physics operations.

APIs & PROGRAMMING

Blaze offers numerous APIs and access to properties to have full dynamic control over your AIs. All inspector properties can be accessed and changed dynamically via code to change how the AI may act in runtime. All APIs & public properties are listed in the docs.

GLIMPSE OF WHAT BLAZE SUPPORTS

Vision system with multi targeting – Cover shooter – Melee – Ranged – AI vs AI – Companion Mode – Strafing – Backing away – Chase – Humanoid and generic models – Distractions system – AI communication – Animation root motion – Hit/knock out (Ragdoll) – Death (Ragdoll) – React to certain tags – Distance culling – Enemy scheduler – Skin check for enemy contact – Searching – Friendly mode – Fleeing

WE CARE ABOUT THE SMALL DETAILS

Choosing whether to check distraction location or not.
Surprised state – getting surprised for seeing an enemy for the first time with custom animations and audio.
Setting different patrol audios for each state.
Random patrol idle animations (ex: tying shoes, reloading gun).
Unlimited attack animations and events.
Setting the idle rotation for each waypoint.
THERE’S SO MUCH MORE!

PACKAGE & DEMOS

This package comes with 8 demos (shown in the video) for built-in & URP to get you up and running with everything you need. Also comes with a thorough documentation and the source codes (commented and organized in regions).

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