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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

Finite State Machines in Mecanim


From this point onwards, we'll concentrate mainly on coding AI for the enemy character both in C# and in terms of visual coding for a Mecanim graph. Mecanim refers to the Unity's Animation System (http://docs.unity3d.com/Manual/MecanimAnimationSystem.html). In the upcoming sections, we'll piece together a complete class that looks at and discusses specific sections of code, and the full class source code will be pieced together as we go along. It can be viewed in the completed project in the AI_Enemy.cs file.

To start, let's examine FSMs conceptually. When thinking about the enemy character, we can observe in them a specific set of behaviors. The enemy begins the scene by standing idle and then proceeds to wander around on patrol. During their patrol, they might see the player character. If they do so, they'll chase the player until the player comes into attack range. When the player enters attack range, they'll attack the player. Now, the only exception to...

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