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Unity 5.x By Example

You're reading from   Unity 5.x By Example An example-based practical guide to get you up and running with Unity 5.x

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Product type Paperback
Published in Mar 2016
Publisher Packt
ISBN-13 9781785888380
Length 402 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 (10) Chapters Close

Preface 1. The Coin Collection Game – Part 1 FREE CHAPTER 2. Project A – the Collection Game Continued 3. Project B – the Space Shooter 4. Continuing the Space Shooter 5. Project C – a 2D Adventure 6. Continuing the 2D Adventure 7. Project D – Intelligent Enemies 8. Continuing with Intelligent Enemies Index

An overview of Finite State Machines


To create the AI for an NPC object, in addition to the line of sight code that we already have, we need to use Finite State Machines (FSMs). An FSM is not a thing or feature of Unity, nor is it a tangible aspect of the C# language. Rather, an FSM is a concept, framework, or idea that we can apply in code to achieve specific AI behaviors. It comes from a specific way of thinking about intelligent characters. Specifically, we can summarize the NPC for our level as existing within one of three possible states at any one time. These are patrol (when the enemy is wandering around), chase (when the enemy is running after the player), and attack (when the enemy has reached the player and is attacking). Each of these modes is a State and requires a unique and specific behavior and the enemy can be in only one of these three states at any one time. The enemy cannot, for example, be patrolling and chasing simultaneously or patrolling and attacking, because this...

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