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

Facing objects


Real-world aiming, just like in combat simulators, works a little differently from the widely-used automatic aiming in almost every game. Imagine that you need to implement an agent controlling a tank turret or a humanized sniper; that's when this recipe comes in handy.

Getting ready

We need to make some modifications to our AgentBehaviour class:

  1. Add new member values to limit some of the existing ones:

    public float maxSpeed;
    public float maxAccel;
    public float maxRotation;
    public float maxAngularAccel;
  2. Add a function called MapToRange. This function helps in finding the actual direction of rotation after two orientation values are subtracted:

    public float MapToRange (float rotation) {
        rotation %= 360.0f;
        if (Mathf.Abs(rotation) > 180.0f) {
            if (rotation < 0.0f)
                rotation += 360.0f;
            else
                rotation -= 360.0f;
        }
        return rotation;
    }
  3. Also, we need to create a basic behavior called Align that is the stepping stone for the facing algorithm. It uses the same principle as Arrive, but only in terms of rotation:

    using UnityEngine;
    using System.Collections;
    
    public class Align : AgentBehaviour
    {
        public float targetRadius;
        public float slowRadius;
        public float timeToTarget = 0.1f;
    
        public override Steering GetSteering()
        {
            Steering steering = new Steering();
            float targetOrientation = target.GetComponent<Agent>().orientation;
            float rotation = targetOrientation - agent.orientation;
            rotation = MapToRange(rotation);
            float rotationSize = Mathf.Abs(rotation);
            if (rotationSize < targetRadius)
                return steering;
            float targetRotation;
            if (rotationSize > slowRadius)
                targetRotation = agent.maxRotation;
            else
                targetRotation = agent.maxRotation * rotationSize / slowRadius;
            targetRotation *= rotation / rotationSize;
            steering.angular = targetRotation - agent.rotation;
            steering.angular /= timeToTarget;
            float angularAccel = Mathf.Abs(steering.angular);
            if (angularAccel > agent.maxAngularAccel)
            {
                steering.angular /= angularAccel;
                steering.angular *= agent.maxAngularAccel;
            }
            return steering;
        }
    }

How to do it...

We now proceed to implement our facing algorithm that derives from Align:

  1. Create the Face class along with a private auxiliary target member variable:

    using UnityEngine;
    using System.Collections;
    
    public class Face : Align
    {
        protected GameObject targetAux;
    }
  2. Override the Awake function to set up everything and swap references:

    public override void Awake()
    {
        base.Awake();
        targetAux = target;
        target = new GameObject();
        target.AddComponent<Agent>();
    }
  3. Also, implement the OnDestroy function to handle references and avoid memory issues:

    void OnDestroy ()
    {
        Destroy(target);
    }
  4. Finally, define the GetSteering function:

    public override Steering GetSteering()
    {
        Vector3 direction = targetAux.transform.position - transform.position;
        if (direction.magnitude > 0.0f)
        {
            float targetOrientation = Mathf.Atan2(direction.x, direction.z);
            targetOrientation *= Mathf.Rad2Deg;
            target.GetComponent<Agent>().orientation = targetOrientation;
        }
        return base.GetSteering();
    }

How it works...

The algorithm computes the internal target orientation according to the vector between the agent and the real target. Then, it just delegates the work to its parent class.