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

Devising a table-football competitor


Another common table game that has made its way into the digital realm is table football. In this recipe, we will create a competitor, imitating the way a human plays the game and using some techniques that emulate human senses and limitations.

Getting ready

In this recipe, we will use the knowledge gained from Chapter 5, Agent Awareness, and the emulation of vision.

First, it is important to have a couple of enum data structures, as shown in the following code:

public enum TFRAxisCompare
{
    X, Y, Z
}

public enum TFRState
{
    ATTACK, DEFEND, OPEN
}

How to do it…

This is a very extensive recipe. We'll build a couple of classes, one for the table-football bar and the other for the main AI agent that handles the bars, as follows:

  1. Create a class for the bar that will be handled by the AI:

    using UnityEngine;
    using System.Collections;
    
    public class TFRBar : MonoBehaviour
    {
        [HideInInspector]
        public int barId;
        public float barSpeed;
        public float...