Let's go ahead and create an animator controller in your assets folder. This will be your enemy tank's state machine. Call it
This state machine will drive the tank's basic actions. As described earlier, in our example, the enemy can patrol, chase, and shoot the player. Let's go ahead and set up our state machine. Select the
EnemyFsm asset and open up the Animator window.
Now, we'll go ahead and create three empty states that will conceptually and functionally represent our enemy tank's states. Name them
Shoot. Once they are created and named, we'll want to make sure we have the correct default state assigned. At the moment, this will vary depending on the order in which you created and named ...