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Unity 5.x By Example

You're reading from   Unity 5.x By Example An example-based practical guide to get you up and running with Unity 5.x

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Product type Paperback
Published in Mar 2016
Publisher Packt
ISBN-13 9781785888380
Length 402 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 (10) Chapters Close

Preface 1. The Coin Collection Game – Part 1 FREE CHAPTER 2. Project A – the Collection Game Continued 3. Project B – the Space Shooter 4. Continuing the Space Shooter 5. Project C – a 2D Adventure 6. Continuing the 2D Adventure 7. Project D – Intelligent Enemies 8. Continuing with Intelligent Enemies Index

The Patrol state


The first of the three states to implement for the NPC AI is the Patrol State. In the previous chapter, we configured an animated patrol object, which the NPC should follow continuously during this state. The patrol object moves around the level from a predefined animation asset, changing from one position to the next. However, previously, the NPC simply followed this object without end, whereas the Patrol State requires the NPC to consider whether the player can be seen on its route. If it can, the state should change. To support this functionality, the Patrol State and Start function of the AI_Enemy class has been coded, as featured in the following code:

  void Start()
  {
    //Get random destination
    GameObject[] Destinations = GameObject.FindGameObjectsWithTag("Dest");
    PatrolDestination = Destinations[Random.Range(0, Destinations.Length)].GetComponent<Transform>();

    //Configure starting state
    CurrentState = ENEMY_STATE.PATROL;
  }
  //---------...
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