Book Image

Unity 5.x Game AI Programming Cookbook

By : Jorge Palacios
5 (1)
Book Image

Unity 5.x Game AI Programming Cookbook

5 (1)
By: Jorge Palacios

Overview of this book

Unity 5 comes fully packaged with a toolbox of powerful features to help game and app developers create and implement powerful game AI. Leveraging these tools via Unity’s API or built-in features allows limitless possibilities when it comes to creating your game’s worlds and characters. This practical Cookbook covers both essential and niche techniques to help you be able to do that and more. This Cookbook is engineered as your one-stop reference to take your game AI programming to the next level. Get to grips with the essential building blocks of working with an agent, programming movement and navigation in a game environment, and improving your agent's decision making and coordination mechanisms - all through hands-on examples using easily customizable techniques. Discover how to emulate vision and hearing capabilities for your agent, for natural and humanlike AI behaviour, and improve them with the help of graphs. Empower your AI with decision-making functions through programming simple board games such as Tic-Tac-Toe and Checkers, and orchestrate agent coordination to get your AIs working together as one.
Table of Contents (15 chapters)
Unity 5.x Game AI Programming Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Creating the behavior template


Before creating our behaviors, we need to code the stepping stones that help us not only to create only intelligent movement, but also to build a modular system to change and add these behaviors. We will create custom data types and base classes for most of the algorithms covered in this chapter.

Getting ready

Our first step is to remember the update function order of execution:

  • Update

  • LateUpdate

Also, it's important to refresh so that we can select the scripts' order of execution. For our behaviors to work as intended, the rules for ordering are as follows:

  • Agent scripts

  • Behavior scripts

  • Behaviors or scripts based on the previous ones

This is an example of how to arrange the order of execution for the movement scripts. We need to pursue derives from Seek, which derives from AgentBehaviour.

How to do it...

We need to create three classes: Steering, AgentBehaviour, and Agent:

  1. Steering serves as a custom data type for storing the movement and rotation of the agent:

    using UnityEngine;
    using System.Collections;
    public class Steering
    {
        public float angular;
        public Vector3 linear;
        public Steering ()
        {
            angular = 0.0f;
            linear = new Vector3();
        }
    }
  2. Create the AgentBehaviour class, which is the template class for most of the behaviors covered in this chapter:

    using UnityEngine;
    using System.Collections;
    public class AgentBehaviour : MonoBehaviour
    {
        public GameObject target;
        protected Agent agent;
        public virtual void Awake ()
        {
            agent = gameObject.GetComponent<Agent>();
        }
        public virtual void Update ()
        {
                agent.SetSteering(GetSteering());
        }
        public virtual Steering GetSteering ()
        {
            return new Steering();
        }
    }
  3. Finally, Agent is the main component, and it makes use of behaviors in order to create intelligent movement. Create the file and its barebones:

    using UnityEngine;
    using System.Collections;
    public class Agent : MonoBehaviour
    {
        public float maxSpeed;
        public float maxAccel;
        public float orientation;
        public float rotation;
        public Vector3 velocity;
        protected Steering steering;
        void Start ()
        {
            velocity = Vector3.zero;
            steering = new Steering();
        }
        public void SetSteering (Steering steering)
        {
            this.steering = steering;
        }
    }
  4. Next, we code the Update function, which handles the movement according to the current value:

    public virtual void Update ()
    {
        Vector3 displacement = velocity * Time.deltaTime;
        orientation += rotation * Time.deltaTime;
        // we need to limit the orientation values
        // to be in the range (0 – 360)
        if (orientation < 0.0f)
            orientation += 360.0f;
        else if (orientation > 360.0f)
            orientation -= 360.0f;
        transform.Translate(displacement, Space.World);
        transform.rotation = new Quaternion();
        transform.Rotate(Vector3.up, orientation);
    }
  5. Finally, we implement the LateUpdate function, which takes care of updating the steering for the next frame according to the current frame's calculations:

    public virtual void LateUpdate ()
    {
        velocity += steering.linear * Time.deltaTime;
        rotation += steering.angular * Time.deltaTime;
        if (velocity.magnitude > maxSpeed)
        {
            velocity.Normalize();
            velocity = velocity * maxSpeed;
        }
        if (steering.angular == 0.0f)
        {
            rotation = 0.0f;
        }
        if (steering.linear.sqrMagnitude == 0.0f)
        {
            velocity = Vector3.zero;
        }
        steering = new Steering();
    }

How it works...

The idea is to be able to delegate the movement's logic inside the GetSteering() function on the behaviors that we will later build, simplifying our agent's class to a main calculation based on those.

Besides, we are guaranteed to set the agent's steering value before it is used thanks to Unity script and function execution orders.

There's more...

This is a component-based approach, which means that we have to remember to always have an Agent script attached to GameObject for the behaviors to work as expected.

See also

For further information on Unity's game loop and the execution order of functions and scripts, please refer to the official documentation available online at: