Summary
I'm pretty sure AI is not what you imagined; you are not creating SkyNet here, but we have accomplished a simple but interesting AI for challenging our Player, which we can iterate and tweak so that it's tailored to our game's expected behavior. We learned how to gather our surrounding information through sensors to make decisions on what action to execute using FSMs, as well as using different Unity systems such as Pathfinding and Animator to make the AI execute those actions. We used those systems to diagram a State Machine that's capable of detecting the player, running to them, and attacking them, and if the Player's not there, just going to the base and accomplishing the task of destroying it.
With this, we have ended Part 3 regarding C# scripting. In the next part, we are going to finish our game's final details. In this first chapter of the next part, we are going to learn how to optimize our game.