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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

Setting up the tank

The example project also includes a prefab for the tank, which is simply called (you guessed it) Tank, inside the Prefabs folder.

The tank itself is a simple agent with one goal: reach the end of the maze. As mentioned earlier, the player has to help the tank out along the way by activating its abilities to keep it safe from oncoming fire from the towers.

By now, you should be fairly familiar with the components you'll encounter along the way, except for the Tank.cs component attached to the prefab. Let's take a look at the code to figure out what's going on behind the scenes:

using UnityEngine; 
using System.Collections; 
 
public class Tank : MonoBehaviour { 
    [SerializeField] 
    private Transform goal; 
    private NavMeshAgent agent; 
    [SerializeField] 
    private float speedBoostDuration = 3; 
    [SerializeField] 
    private ParticleSystem...
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