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Mastering Unity Scripting

You're reading from   Mastering Unity Scripting Learn advanced C# tips and techniques to make professional-grade games with Unity

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Product type Paperback
Published in Jan 2015
Publisher
ISBN-13 9781784390655
Length 380 pages
Edition 1st 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 (12) Chapters Close

Preface 1. Unity C# Refresher FREE CHAPTER 2. Debugging 3. Singletons, Statics, GameObjects, and the World 4. Event-driven Programming 5. Cameras, Rendering, and Scenes 6. Working with Mono 7. Artificial Intelligence 8. Customizing the Unity Editor 9. Working with Textures, Models, and 2D 10. Source Control and Other Tips Index

Creating the Idle state


The enemy object begins in the Idle state (a "doing nothing" state), which is primarily transitional. In this state, the enemies stand where they are, playing the idle animation. The state is entered once at scene startup, but we'll also return to it when exiting some other states, as an intermediary step before moving onto a new state. Effectively, in this state, the enemy should always play the idle animation just once and then leave the state when the animation is completed. The enemy can further move to the Patrol state automatically, where they begin searching the scene for the player. This involves a two-step process. First, we'll need to start playing the idle animation as the Idle state begins. Second, we'll need to be notified when the idle animation has completed, to initiate a change to the Patrol state. Refer to the following code sample 7-3 for the Idle state:

01 //--------------------------------------------------
02 //This coroutine runs when object...
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