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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

Finite State Machines in C# – getting started


Now that the FSM for animation is completed, we should turn our attention to an FSM in C# that governs the behavior of the enemy as well as initiates our triggers in the Mecanim graph to play the appropriate animations (walk and run) at the right time. To begin the implementation, add the following public enumeration to the top of the AI_Enemy.cs script file, as shown in the following code sample 7-1. This enumeration defines all the possible states in the FSM for the enemy, and each state is assigned its unique string hash code; that is, the IDLE state is assigned the value of 2081823275, which is the hash code for the string IDLE, and so on. This will be important later to work with Mecanim and specifically to initiate triggers. You can retrieve the hash code for a string using the StringToHash function of the Animator class, as shown here:

//Define possible states for enemy
public enum AI_ENEMY_STATE {IDLE = 2081823275,
                   ...
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