Book Image

Unity 2017 Game AI Programming - Third Edition - Third Edition

Book Image

Unity 2017 Game AI Programming - Third Edition - Third Edition

Overview of this book

Unity 2017 provides game and app developers with a variety of tools to implement Artificial Intelligence. 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 third edition with Unity will help you break down Artificial Intelligence into simple concepts to give you a fundamental understanding of the topic to build upon. Using a variety of examples, the book then takes those concepts and walks you through actual implementations designed to highlight key concepts, and features related to game AI in Unity 5. Further on you will learn to distinguish the state machine pattern and implement one of your own. This is followed by learning how to implement a basic sensory system for your AI agent and coupling it with a Finite State Machine (FSM). Next you'll learn how to use Unity's built-in NavMesh feature and implement your own A* pathfinding system. You will then learn how to implement simple flocks and crowd's dynamics, key AI concepts. Moving on, you will learn how to implement a behavior tree through a game-focused example. Lastly, you'll combine fuzzy logic concepts with state machines and apply all the concepts in the book to build a simple tank game.
Table of Contents (10 chapters)

Giving a little perspective

The perspective sense will detect whether a specific aspect is within its field of view and visible distance. If it sees anything, it will take the specified action, which in this case is to print a message to the console.

The code in the Perspective.cs file looks like this:

using UnityEngine;

public class Perspective : Sense
{
public int fieldOfView = 45;
public int viewDistance = 100;

private Transform playerTransform;
private Vector3 rayDirection;

protected override void Initialize()
{
playerTransform = GameObject.FindGameObjectWithTag("Player").transform;
}

protected override void UpdateSense()
{
elapsedTime += Time.deltaTime;

if (elapsedTime >= detectionRate)
{
DetectAspect();
}
}

//Detect perspective field of view for the AI Character
void DetectAspect...