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Unity 2017 Game AI Programming - Third Edition

You're reading from   Unity 2017 Game AI Programming - Third Edition Leverage the power of Artificial Intelligence to program smart entities for your games

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Product type Paperback
Published in Jan 2018
Publisher Packt
ISBN-13 9781788477901
Length 254 pages
Edition 3rd Edition
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Author (1):
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Raymundo Barrera Raymundo Barrera
Author Profile Icon Raymundo Barrera
Raymundo Barrera
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Toc

Table of Contents (10) Chapters Close

Preface 1. The Basics of AI in Games FREE CHAPTER 2. Finite State Machines and You 3. Implementing Sensors 4. Finding Your Way 5. Flocks and Crowds 6. Behavior Trees 7. Using Fuzzy Logic to Make Your AI Seem Alive 8. How It All Comes Together 9. Other Books You May Enjoy

Creating an AI character

Our NPC will be roaming around the scene in a random direction. It'll have the following two senses:

  • The perspective sense will check whether the tank aspect is within a set visible range and distance
  • The touch sense will detect if the enemy aspect has collided with its box collider, which we'll be adding to the tank in a later step

Because our player tank will have the PLAYER aspect type, the NPC will be looking for any aspectType not equal to its own.

The code in the Wander.cs file is as follows:

using UnityEngine;

public class Wander : MonoBehaviour {
private Vector3 targetPosition;

private float movementSpeed = 5.0f;
private float rotationSpeed = 2.0f;
private float targetPositionTolerance = 3.0f;
private float minX;
private float maxX;
private float minZ;
private float maxZ;

void Start() {
minX = -45.0f...
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