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Unity 5.x By Example

You're reading from   Unity 5.x By Example An example-based practical guide to get you up and running with Unity 5.x

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Product type Paperback
Published in Mar 2016
Publisher Packt
ISBN-13 9781785888380
Length 402 pages
Edition 1st Edition
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Author (1):
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Alan Thorn Alan Thorn
Author Profile Icon Alan Thorn
Alan Thorn
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Toc

Table of Contents (10) Chapters Close

Preface 1. The Coin Collection Game – Part 1 FREE CHAPTER 2. Project A – the Collection Game Continued 3. Project B – the Space Shooter 4. Continuing the Space Shooter 5. Project C – a 2D Adventure 6. Continuing the 2D Adventure 7. Project D – Intelligent Enemies 8. Continuing with Intelligent Enemies Index

The Chase state


The Chase state is the second of the three in the enemy FSM. This state connects to both the Patrol and Attack states directly. It can be reached in one of two ways. If a patrolling NPC establishes a direct line of sight to the player, then the NPC changes from patrolling to chasing. Conversely, if an attacking NPC falls outside the reach of the player (perhaps because he is running away), the NPC resorts to chasing again. From the chasing state itself, it's possible to move either to the Patrol or Attack state, with the inverse conditions as those, which lead to chase. That is, if the NPC loses sight of the player, it returns to patrolling and, if the NPC reaches within attacking distance of the player, it switches to attacking. Consider the following code sample, which amends the AIEnemy class to support the chase behavior:

  public IEnumerator AIChase()
  {
    //Loop while chasing
    while(currentstate == ENEMY_STATE.CHASE)
    {
      //Set loose search
      ThisLineSight...
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