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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

Creating the Patrol state


In the Patrol state, the enemy should wander the environment and look for the player. This state can be entered from the Idle state, after the idle animation is completed, and also from the Chase state, if the enemy loses sight of the player during a chase. Patrol involves a looping logic. Specifically, the enemy should pick a random destination somewhere on the navigation mesh and then travel to that destination. When the destination is reached, the process should repeat and so on. The only condition that causes the enemy to leave this state is a sighting of the player, which demands a Chase state.

Though simple to explain, this state relies on two more complex issues: first, a random location must be selected and second, a player visibility check should be performed. First, let's consider the random location selection.

In the Scene tab, I created a collection of waypoints (empty game objects) that are tagged Waypoint and do nothing but mark locations on the NavMesh...

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