Summary
I'm pretty sure AI is not what you imagined; you are not creating any SkyNet here, but we have accomplished a simple but interesting AI for challenging our Player, which we can iterate and tweak to tailor to our game's expected behavior. We saw how to gather our surrounding information through sensors to make decisions on what action to execute using FSMs, and using different Unity systems such as Pathfinding and Animator to make the AI execute those actions.
With this, we end Part 2 of this book, about C# scripting. In the next short part, we are going to finish our game's final details, starting with optimization.