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Unity 4.x Game Development by Example: Beginner's Guide

You're reading from   Unity 4.x Game Development by Example: Beginner's Guide A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 4.x

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849695268
Length 572 pages
Edition 3rd Edition
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Author (1):
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Ryan Henson Creighton Ryan Henson Creighton
Author Profile Icon Ryan Henson Creighton
Ryan Henson Creighton
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Table of Contents (22) Chapters Close

Unity 4.x Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. That's One Fancy Hammer! FREE CHAPTER 2. Let's Start with the Sky 3. Game #1 – Ticker Taker 4. Code Comfort 5. Game #2 – Robot Repair 6. Game #2 – Robot Repair Part 2 7. Don't Be a Clock Blocker 8. Hearty Har Har 9. Game #3 – The Break-Up 10. Game #3 – The Break-Up Part 2 11. Game #4 – Shoot the Moon 12. Game #5 – Kisses 'n' Hugs 13. AI Programming and World Domination 14. Action! Appendix Index

Time for action – programming fallibility


As we've discovered in the other games we've built, if the human player ain't happy, ain't nobody happy. We need to tweak the code so that our hideously perfect computer intellect makes mistakes every so often. But how do you program fallibility, an excruciatingly human trait, into the cold, unerring calculations of an unfeeling computer?

Well, you just throw some dice around.

By grabbing a random number as a success condition at each step of the computer's "thinking", we can simulate an error in judgment where the computer makes a "mistake".

Set the square variable to null off the top of the ComputerTakeATurn function, and then add in a few dice throws:

function ComputerTakeATurn()
{
  var square:GameObject = null;
  if(Random.value > 0.5f) square = WinOrBlock();
  if(square == null && Random.value > 0.5f) square = PreventOrCreateTrap();
  if(square == null && Random.value > 0.5f) square = GetCentre();
  if(square == null ...
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