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Unity Artificial Intelligence Programming

You're reading from   Unity Artificial Intelligence Programming Add powerful, believable, and fun AI entities in your game with the power of Unity 2018!

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Product type Paperback
Published in Nov 2018
Publisher Packt
ISBN-13 9781789533910
Length 246 pages
Edition 4th Edition
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Authors (3):
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Dr. Davide Aversa Dr. Davide Aversa
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Dr. Davide Aversa
Clifford Peters Clifford Peters
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Clifford Peters
Aung Sithu Kyaw Aung Sithu Kyaw
Author Profile Icon Aung Sithu Kyaw
Aung Sithu Kyaw
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Toc

Table of Contents (13) Chapters Close

Preface 1. Introduction to AI FREE CHAPTER 2. Finite State Machines 3. Randomness and Probability 4. Implementing Sensors 5. Flocking 6. Path-Following and Steering Behaviors 7. A* Pathfinding 8. Navigation Mesh 9. Behavior Trees 10. Machine Learning in Unity 11. Putting It All Together 12. Other Books You May Enjoy

Implementing the A* algorithm

As a first step, we will implement the preliminary classes that we introduced before, such as the Node class, the GridManager class, and the PriorityQueue class. Then, we will use them in the main AStar class.

Node

The Node class will handle each tile object in our 2D grid and will be, used to represent the maps shown in the Node.cs file:

using UnityEngine; 
using System.Collections; 
using System; 
 
public class Node : IComparable { 
  public float nodeTotalCost; 
  public float estimatedCost; 
  public bool bObstacle; 
  public Node parent; 
  public Vector3 position; 
 
  public Node() { 
    this.estimatedCost = 0.0f; 
    this.nodeTotalCost = 1.0f; 
    this.bObstacle = false; 
    this...
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