The goal of this exercise is to create a zombie game with a wave system similar to the Call of Duty zombie mode. Do you know what it takes to become a zombie? Dead-ication.
You will use the content in the Resources folder to create a zombie wave game. The player will be a character with one of the guns and zombies will be coming for him from various points in the map.
Also you will use the solution from one of the previous exercises.
### Instructions
These are some the features that the game should have:
- create the animation for the Zombie. There should be at least two animations (running and attacking). These actions have to be performed by the Behavior Tree.
- when the Zombie is near the player, the zombie should hit the player.
- when the player is hit, his life bar should decrease.
- after 5 hits the player should die.
- the life of the player should slowly get back up, 2 seconds after the hit. If the player gets hit again, wait 2 seconds again to give him back his health.
- on zombie component hit with the projectile, the zombie should lose health when it gets hit and should not die in one shot.
- the wave system should be as simple as it sounds. When you kill a certain amount of zombies in the first round, you calculate the number of zombie you want for the second round and spawn them (You can maybe get more creative than zombiesNumber \* 2 or \* wave).
- you have the freedom to create the map and design the level. Just be sure that the Navigation Mesh Bound covers the whole map or else you will have trouble with the zombie not coming for the player.
- every projectile and zombie should be destroyed when they are no more visible/alive.
- zombie sound should be following the zombie and the sound should increase or decrease depending wether the player gets closer or futher from the zombie.
- when you shoot, two sounds must be heard: the shot sound and the shells of the round hitting the ground.
After downloading and unzipping this [file](https://assets.01-edu.org/Unreal-Engine-Piscine/ZombieAI.zip), you can copy its content to your project Content folder.