NightWatch
During the project I've worked on many things such as
Inventory
The player has an Inventory Component that does the logic of adding, removing, swapping and Equip Context (Equip, Use, Combine, Drop).
The UI of the inventory is InventoryHUD that holds InventoryGrid. The InventoryGrid holds InventorySlot. The InventorySlot holds the Icon, Amount, EquipContext and EquippedOverlay. The EquipContext holds EquipSwitcher {Equip, Use}, Combine, Drop buttons that will dynamically update depending if the item uses the button.
Fear Factor
The Player has the Fear Component that will increase and decrease the fear level. Depending on the on the fear level it will spawn in enemies that the players will also have to fight during the game. The higher the fear level the shorter the time intervals between each enemy spawn will be.
Reanimation/Event Trigger
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General AI
These functions are part of root AI functionallity

Standard Behavior Tree
This is the default behavior tree that will always play if the AI specific behavior tree fails. Standard Behavior Tree will cause the AI to roam around the map until they spot an enemy.

Line Tracer: Attack
When the AI starts their attack animation a line trace will begin and when it hits an enemy or miss it will disable the line trace. The line trace will only deal damage to enemies and ignore friendlies.
Perception Update
The Sight perception will update when the AI is in attack, wonder, or investe
Knight
KnightAI will patrol between points, when they spot an enemy they will chase the enemy until they lose sights. Also, they have a hearing component so that they can hear items being thrown or gunshots and they will investigate the location.
Mannequin
MannequinAI will have an weeping angels movement effect, stop when the player looks at them and move when they are not being viewed. Also, if the player gets too close the the mannequin will will trigger the FreeDistance function. This will allow the mannequin to attack no matter if they are being looked at or not. The first attack is a grab and will hold the player for a set amount of time. They will play the Standard behavior tree. If they are targeting an enemy the mannequin will play the whispering cue sound effect. This will only happen when the player is being targeted, not being looked at and not within the FreeDistance.
Wolf
Solo and Alpha wolf will also play the Standard behavior tree.
Follower wolf will follow behind the alpha and use the flocking behavior
When any of the followers or alpha wolf spots an enemy they will notify the rest of the pack about the enemy and will still use the flocking behavior so it will surround the enemy and then use a token system to attack the player. The token system will allow the wolf with a token to get close to the target and attack them then the wolf will return back into the flocking behavior. Then a new sets of wolf will gain the token and repeat. If the pack loses the alpha the next wolf in the array will become the alpha and the rest of the wolf will now follow that new alpha.
Brute
BruteAI will spawn in specific area and then chase the player until they deal a specific amounts of damage. Then the brute will run away and despawn.






