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Mastering Unity 2D Game  Development

You're reading from   Mastering Unity 2D Game Development Using Unity 5 to develop a retro RPG

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Product type Paperback
Published in Oct 2016
Publisher Packt
ISBN-13 9781786463456
Length 506 pages
Edition 2nd Edition
Languages
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Authors (2):
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Simon Jackson Simon Jackson
Author Profile Icon Simon Jackson
Simon Jackson
Dr. Ashley Godbold Dr. Ashley Godbold
Author Profile Icon Dr. Ashley Godbold
Dr. Ashley Godbold
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Table of Contents (15) Chapters Close

Preface 1. Overview FREE CHAPTER 2. Building Your Project and Character 3. Getting Animated 4. The Town View 5. Working with Unitys UI System 6. NPCs and Interactions 7. The World Map 8. Encountering Enemies and Running Away 9. Getting Ready to Fight 10. The Battle Begins 11. Shopping for Items 12. Sound and Music 13. Putting a Bow on It 14. Deployment and Beyond

State machines


In life, as well as in game development, state machines (or Finite State Machines as they are more commonly called) are a core component for day-to-day running. At a basic level, they tell us exactly what we are doing right now, what we were doing previously, and what we can do next.

They are commonly used for the following:

  • Menu systems

  • Game-level transitions

  • AI/behaviors

We can implement these within games in various ways, from the very basic (and generally hard to manage) to a more ordered system and beyond with full state managers.

A basic state machine is like a flowchart and looks something like the following diagram:

Defining states

In all implementations, we start with a collection of states, which define both what conditions/states are in the game and what we do when that state changes.

These states describe both what can happen when that state is active and what other potential states could result in an action from the current state. If we look at an example that describes...

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