Polished Ranged Enemy Animation - UQdeco2800/2022-studio-1 GitHub Wiki
UML Diagram
The following diagram represents the final process used for animating ranged enemies in Atlantis Sinks.
- Enemies are created in the NPCFactory class where the instance of the entity created is returned
- Enemies are spawned in the ForestGameArea class using the instance of the entity
- RangedMovementTask Handles movement of the spawned enemy, corresponding with the AnimationRenderComponent to play the correct animation depending on the direction needed for the enemy.