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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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Toc

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

Using the Sense class

The Sense class is the interface of our sensory system that the other custom senses can implement. It defines two virtual methods, Initialize and UpdateSense, which will be implemented in custom senses, and are executed from the Start and Update methods, respectively.

Virtual methods are methods that can be overridden using the override modifier in derived classes. Unlike abstract classes, virtual classes do not require that you override them.

The code in the Sense.cs file looks like this:

using UnityEngine;

public class Sense : MonoBehaviour {
public bool enableDebug = true;
public Aspect.AspectTypes aspectName = Aspect.AspectTypes.ENEMY;
public float detectionRate = 1.0f;

protected float elapsedTime = 0.0f;

protected virtual void Initialize() { }
protected virtual void UpdateSense() { }

// Use this for initialization
void Start ()
{
elapsedTime...
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