2D Top-Down Enemy AI
The Hunting Grounds
Lesson 1
Enemy Scene & the State Machine Pattern
Build: Build the enemy scene and understand why FSMs beat if-statement towers

Lesson 2
BaseState & StateMachine in 2D
Build: Build the State contract and the machine that drives it

Lesson 3
Idle & Roam States
Build: Teach your enemy to wait, then wander

Lesson 4
Player Detection
Build: A proximity check that breaks the wander loop into a chase

Lesson 5
Chase with NavigationAgent2D
Build: Pathfind around walls, then lunge into Attack or break off to Idle

Lesson 6
The Telegraphed Leap Attack
Build: Wind up, spring, and land, a dodgeable melee attack with three phases

Lesson 7
Leashing, Cooldowns & Combat Spacing
Build: Tune the canonical knobs that keep the slime fight fair and readable

Lesson 8
Taking Damage & Hitstun
Build: HealthComponent, Hurtbox, and a stagger state that interrupts the AI

Lesson 9
Enemy Death, Loot & the Hit Flash
Build: Play out the death, drop loot, free the body, plus the white hit flash

Lesson 10
Tuning & Multiple Enemy Types
Build: Tune the exported knobs for game feel, then duplicate the scene to spin up a whole roster
