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Unity Game Development Blueprints

You're reading from   Unity Game Development Blueprints Explore the various enticing features of Unity and learn how to develop awesome games

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Product type Paperback
Published in Nov 2014
Publisher
ISBN-13 9781783553655
Length 318 pages
Edition 1st Edition
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Author (1):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
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Table of Contents (11) Chapters Close

Preface 1. 2D Twin-stick Shooter 2. Creating GUIs FREE CHAPTER 3. Side-scrolling Platformer 4. First Person Shooter Part 1 – Creating Exterior Environments 5. First Person Shooter Part 2 – Creating Interior Environments 6. First Person Shooter Part 3 – Implementing Gameplay and AI 7. Creating Save Files in Unity 8. Finishing Touches 9. Creating GUIs Part 2 – Unity's New GUI System Index

Enemy movement


As spooky as the character is, right now, it is just a static mesh. It will not come to us to damage us, and we cannot damage it. Let's fix that next using the state machines we've just learned about! Perform the following steps:

  1. Create a new script called EnemyBehaviour.

    We want our enemy to follow the player if they get too close to them; however, they will stay where they are if the player gets far enough away. Finally, if, for some reason, we defeat the enemy, they should no longer run this behavior, and we should kill them. The first step to creating a state machine is to extract the states that the object can be in. In this case, we have three states: Idle, Following, and Death. Just as we discussed in Chapter 2, Creating GUIs, using an enumeration is the best tool for the job here as well.

  2. Add the following code to the top of the EnemyBehaviour class:

       public enum State 
      {
        Idle,
        Follow,
        Die,
      }
    
       // The current state the player is in
      public State state...
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