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Unity 2017 Game AI Programming - Third Edition

You're reading from   Unity 2017 Game AI Programming - Third Edition Leverage the power of Artificial Intelligence to program smart entities for your games

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Product type Paperback
Published in Jan 2018
Publisher Packt
ISBN-13 9781788477901
Length 254 pages
Edition 3rd Edition
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Author (1):
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Raymundo Barrera Raymundo Barrera
Author Profile Icon Raymundo Barrera
Raymundo Barrera
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Table of Contents (10) Chapters Close

Preface 1. The Basics of AI in Games FREE CHAPTER 2. Finite State Machines and You 3. Implementing Sensors 4. Finding Your Way 5. Flocks and Crowds 6. Behavior Trees 7. Using Fuzzy Logic to Make Your AI Seem Alive 8. How It All Comes Together 9. Other Books You May Enjoy

Creating the towers

In the sample project for this chapter, you'll find a Tower prefab in the Prefabs folder. The tower itself is quite simple; it's just a group of primitives arranged to look like a cannon, as you can see in the following screenshot:

Our beautiful primitive shape tower

The barrel of the gun is affixed to the spherical part of the tower. The gun can rotate freely on its axis when tracking the player so that it can fire in the direction of its target, but it is immobile in every other way. Once the tank gets far enough away, the tower cannot chase it or reposition itself.

In the sample scene, there are several towers placed throughout the level. As they are prefabbed, it's very easy to duplicate towers, move them around, and reuse them between the levels. Their setup is not terribly complicated either. Their hierarchy looks similar to the following...

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