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

The seeing function using a graph-based system


We will start the recipes oriented to use graph-based logic in order to simulate sense. Again, we start by developing the sense of vision.

Getting ready

It is important to have grasped the chapter regarding path finding in order to understand the inner workings of the graph-based recipes.

How to do it…

We will just implement a new file:

  1. Create the class for handling vision:

    using UnityEngine;
    using System.Collections;
    using System.Collections.Generic;
    
    public class VisorGraph : MonoBehaviour
    {
        public int visionReach;
        public GameObject visorObj;
        public Graph visionGraph;
    }
  2. Validate the visor object in case the com:

    void Start()
    {
        if (visorObj == null)
            visorObj = gameObject;
    }
  3. Define and start building the function for detecting the visibility of a given set of nodes:

    public bool IsVisible(int[] visibilityNodes)
    {
        int vision = visionReach;
        int src = visionGraph.GetNearestVertex(visorObj);
        HashSet<int> visibleNodes...