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Unity 2022 by Example

You're reading from  Unity 2022 by Example

Product type Book
Published in Jun 2024
Publisher Packt
ISBN-13 9781803234595
Pages 596 pages
Edition 1st Edition
Languages
Author (1):
Scott H. Cameron Scott H. Cameron
Profile icon Scott H. Cameron
Toc

Table of Contents (23) Chapters close

Preface 1. Part 1: Introduction to Unity
2. Chapter 1: Foundational Knowledge of Unity 2022 3. Part 2: 2D Game Design
4. Chapter 2: Creating a 2D Collection Game 5. Chapter 3: Completing the Collection Game 6. Part 3: 2D Game Design Continued
7. Chapter 4: Creating a 2D Adventure Game 8. Chapter 5: Continuing the Adventure Game 9. Chapter 6: Introduction to Object Pooling in Unity 2022 10. Chapter 7: Polishing the Player’s Actions and Enemy Behavior 11. Chapter 8: Extending the Adventure Game 12. Chapter 9: Completing the Adventure Game 13. Part 4: 3D Game Design
14. Chapter 10: Creating a 3D First Person Shooter (FPS) 15. Chapter 11: Continuing the FPS Game 16. Chapter 12: Enhancing the FPS Game with Audio 17. Part 5: Enhancing and Finishing Games
18. Chapter 13: Implementing AI with Sensors, Behavior Trees, and ML-Agents 19. Chapter 14: Entering Mixed Reality with the XR Interaction Toolkit 20. Chapter 15: Finishing Games with Commercial Viability 21. Index 22. Other Books You May Enjoy

Implementing basic enemy behavior using an FSM

In Chapter 2, we briefly introduced the State Pattern, so we’ll now look at how to implement this design pattern for keeping the state of our enemy characters. Expressly, using an FSM, we can declare the fixed set of states (that is, finite) our enemy can be in at any given time – and the FSM is only going to do precisely these things.

The first implementation of our FSM will not adhere to SOLID principles very well, but it will hopefully be a simple enough introduction that will make sense practically. We can also use it as an example to point out any flaws with the approach and later refactor it to something better.

I should note that maybe we won’t refactor it later… sometimes a simple approach is all that is required, and refactoring for the sake of refactoring is just wasted effort where that time could be better spent on tightening up the core game mechanic instead, for example.

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