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Unity 2018 By Example

You're reading from   Unity 2018 By Example Learn about game and virtual reality development by creating five engaging projects

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Product type Paperback
Published in Jul 2018
Publisher
ISBN-13 9781788398701
Length 484 pages
Edition 2nd 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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Table of Contents (14) Chapters Close

Preface 1. Unity Fundamentals FREE CHAPTER 2. Creating a Collection Game 3. Creating a Space Shooter 4. Continuing the Space Shooter 5. Creating a 2D Adventure Game 6. Continuing the 2D Adventure 7. Creating Artificial Intelligence 8. Continuing with Intelligent Enemies 9. Entering Virtual Reality 10. Completing the VR Game A. Test Your Knowledge Answers Other Books You May Enjoy Index

The Patrol state


The first of the three states to implement for the NPC AI is the Patrol State. In the previous chapter, we configured an animated patrol object, which the NPC should follow continuously during this state. The patrol object moves around the level from a predefined animation asset, changing from one position to the next. However, previously, the NPC simply followed this object without end, whereas the Patrol State requires the NPC to consider whether the player can be seen on its route. If it can, the state should change. To support this functionality, the Patrol State and Start function of the AI_Enemy class has been coded, as featured in the following code:

  void Start()
  {
    //Get random destination
    GameObject[] Destinations = GameObject.FindGameObjectsWithTag("Dest");
    PatrolDestination = Destinations[Random.Range(0, Destinations.Length)].GetComponent<Transform>();

    //Configure starting state
    CurrentState = ENEMY_STATE.PATROL;
  }
  //---------...
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