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ai-brain-extensions-for-mmtools's Issues

Corgi Engine Release 2.0.0

  • Add AIActionReload
  • Add AIDecisionReloadNeeded
  • Add an option to AIActionSwapBrain to pass the old brain's Target to the new one on swap
  • Add options to AIActionPatrol, AIActionFlyPatrol to reset position (or not) on revive

Corgi Engine Release 7.5

  • Add AIActionResetTargetNode to empty the AIBrain target
  • Add AIActionSelfDestructNode to kill an AI easily
  • Fix AIActionChangeAIBrainStateCommand.Start() (changed to Awake())

StateAlias node resets state on first click

This may be intended, but when the body of a state alias node is selected for the first time during an editing session, it resets the stateName to the first option. This can go unnoticed and lead to errors.

I have fixed locally by seeding the popup with a dynamic value, e.g.

var currentIndex = optionsList.IndexOf(_node.stateName); if (currentIndex < 0) currentIndex = 0; EditorGUILayout.Popup(currentIndex, options);

Debugger Features

Add features:

  • Track Target Position (global and/or local) as a label
  • Add button to select the target in the hierarchy
  • Add button to activate/deactivate the brain

Typo in project URL

Is: ai-brain-estensions-for-mmtools
Should be: ai-brain-extensions-for-mmtools

Subgraph Flood Console with Warnings

Repro:

  • Create a Subgraph
  • Add some entry/exit points
  • Notice that the the Console starts tracking warnings like 'State-in' already exists in Subgraph

Problems with demos

Unity 2019.4.16f1
Corgi 6.6

Steps:

  • Create fresh Unity project
  • Import Corgi 6.6
  • Import AI Brain Extensions from Asset Store OR install xNode, AI Brain Extensions for MMTools and AI Brain extensions for Corgi Engine separately.

Repeatedly get these warnings:
Port 'Walk-in' already exists in WalkAndJump
Port 'Walk-out' already exists in WalkAndJump

  • Run Feature_Subgraphs demo - AI characters do nothing. Multiple "Argument cannot be null" errors. Multiple missing scripts errors. Port "Walk-in" and "Walk-out" already exist warnings.

  • Run Feature_PluggableMultiBrain or Feature_Master demos - AI characters seem to be behaving as intended. Multiple "Argument cannot be null" errors. Multiple missing scripts errors. Port "Walk-in" and "Walk-out" already exist warnings.

Forcing State Change May Not Track Previous State

There are some cases in which changing a state through the AIBrain debugger does not track the previous state.

Repro:

  1. Open the RetroAI_Debugger scene in Corgi Engine
  2. Play the scene and select RetroRabbidBoss_Debug
  3. While in Wait/PatrolWithinBounds states click the Jump state
  4. The boss will jump but it won't be tracked in the Previous State window

Version 1.5.0 Improvements

  • AIActionSetLastKnownPositionAsTarget node
  • Add option to AIActionPatrol to detect obstacles via custom layermasks
  • Add delay support to AIActionFlyPatrol

TopDown Engine Release 2.3.0

  • Add AIActionResetTargetNode
  • Add AIActionSelfDestructNode
  • Add an option to AIDecisionDetectTargetRadius2DNode to use raycasts for obstacle detection
  • Fix AIActionChangeAIBrainStateCommand.Start() (changed to Awake())

Aliases in SubGraphs don't Work at runtime

When you use an alias state to link to a subgraph brain state, the AI brain won’t work in-game because of some naming problems. The problem is the -in added to the subgraph state.

Error message: You're trying to transition to state 'Sub B>Use-in' in GameObject's AI Brain, but no state of this name exists. Make sure your states are named properly, and that your transitions states match existing states.

Package.zip

TDE Release 2.0.0

  • Add AIActionReload node
  • Add AIDecisionReloadNeeded node
  • Add AIActionMoveAwayFromTarget2D node
  • Add AIActionMoveAwayFromTarget3D node
  • Add options to the AI Shoot action nodes to specify what HandleWeapon ability to pilot

TopDown Engine Release 2.2.0

  • Add AIActionRotateTowardsTarget2DNode
  • Add AIActionFaceTowardsTarget2DNode
  • Add AIDecisionDetectTargetLine3DNode
  • Add AIActionInvertPatrolDirectionNode
  • Add CanTargetSelf option to DetectTargetRadius 2D and 3D decision nodes

Add Grouping Support

Provide some sort of groupung feature (i.e.: a node that groups together nodes). This may be some sort of sub-graph generator.

Corgi Engine Release 7.3.1

  • Add option to AIActionShoot to target distinct CharacterHandleWeapon abilities
  • Change version number to align with the official Corgi releases

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