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Unity 2018 Artificial Intelligence Cookbook

You're reading from   Unity 2018 Artificial Intelligence Cookbook Over 90 recipes to build and customize AI entities for your games with Unity

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Product type Paperback
Published in Aug 2018
Publisher
ISBN-13 9781788626170
Length 334 pages
Edition 2nd Edition
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Authors (2):
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Jorge Palacios Jorge Palacios
Author Profile Icon Jorge Palacios
Jorge Palacios
Jorge Elieser P Garrido Jorge Elieser P Garrido
Author Profile Icon Jorge Elieser P Garrido
Jorge Elieser P Garrido
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Toc

Table of Contents (12) Chapters Close

Preface 1. Behaviors - Intelligent Movement 2. Navigation FREE CHAPTER 3. Decision Making 4. The New NavMesh API 5. Coordination and Tactics 6. Agent Awareness 7. Board Games and Applied Search AI 8. Learning Techniques 9. Procedural Content Generation 10. Miscellaneous 11. Other Books You May Enjoy

Shooting a projectile

This is the stepping stone for scenarios where we want to have control over gravity-reliant objects, such as balls and grenades, so we can then predict the projectile's landing spot or be able to effectively shoot a projectile at a given target.

Getting ready

This recipe differs a little bit as it doesn't rely on the base AgentBehaviour class.

How to do it...

  1. Create the Projectile class, along with its member variables, to handle the physics:
using UnityEngine; 
using System.Collections; 
 
public class Projectile : MonoBehaviour 
{ 
    private bool set = false; 
    private Vector3 firePos; 
    private Vector3 direction; 
    private float speed; 
    private float timeElapsed; 
} 
  1. Define the Update function:
void Update () 
{ 
    if (!set) 
        return; 
    timeElapsed += Time.deltaTime; 
    transform.position = firePos + direction * speed * timeElapsed; 
    transform.position += Physics.gravity * (timeElapsed * timeElapsed) / 2.0f; 
    // extra validation for cleaning the scene 
    if (transform.position.y < -1.0f) 
        Destroy(this.gameObject);// or set = false; and hide it 
} 
  1. Finally, implement the Set function in order to fire the game object (for example, calling it after it is instantiated in the scene):
public void Set (Vector3 firePos, Vector3 direction, float speed) 
{ 
    this.firePos = firePos; 
    this.direction = direction.normalized; 
    this.speed = speed; 
    transform.position = firePos; 
    set = true; 
} 

How it works...

This behavior uses high school physics in order to generate the parabolic movement.

There's more...

We could also take another approach: implementing public properties in the script or declaring member variables as public, and instead of calling the Set function, having the script disabled by default in the prefab and enabling it after all the properties have been set. That way, we could easily apply the object pool pattern.

See also

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