if (type == PingType.Attack) currentState = AIState.TeamFight; MoveTowards(position); else if (type == PingType.Retreat) currentState = AIState.Retreating; else if (type == PingType.Rally) MoveTowards(position);
void LaneBehavior()
public Hero hero; public AIState currentState; public float healthThresholdRetreat = 0.25f; public float attackRange = 600f; Map Dota 6.85 Ai
string json = JsonUtility.ToJson(currentMatch); PlayerPrefs.SetString("Match_" + System.DateTime.Now.Ticks, json); if (type == PingType
| Difficulty | Reaction Delay | Last Hit Chance | Ability Use Skill | Team Coordination | |------------|----------------|------------------|--------------------|--------------------| | Easy | 0.5 sec | 40% | Basic (spam) | None | | Medium | 0.25 sec | 70% | Smart (combo) | Basic | | Hard | 0.1 sec | 90% | Perfect (dodge) | Full | | Insane | 0.05 sec | 98% | Proactive prediction | Perfect | 8. Event & Ping Responses void OnPlayerPing(Vector3 position, PingType type) else if (type == PingType.Rally) MoveTowards(position)
public class DotaAIController : MonoBehaviour
void SaveMatch()