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

Wandering around


This technique works like a charm for random crowd simulations, animals, and almost any kind of NPC that requires random movement when idle.

Getting ready

We need to add another function to our AgentBehaviour class called OriToVec that converts an orientation value to a vector.

public Vector3 GetOriAsVec (float orientation) {
    Vector3 vector  = Vector3.zero;
    vector.x = Mathf.Sin(orientation * Mathf.Deg2Rad) * 1.0f;
    vector.z = Mathf.Cos(orientation * Mathf.Deg2Rad) * 1.0f;
    return vector.normalized;
}

How to do it...

We could see it as a big three-step process in which we manipulate the internal target position in a parameterized random way, face that position, and move accordingly:

  1. Create the Wander class deriving from Face:

    using UnityEngine;
    using System.Collections;
    
    public class Wander : Face
    {
        public float offset;
        public float radius;
        public float rate;
    }
  2. Define the Awake function in order to set up the internal target:

    public override void Awake()
    {
        target = new GameObject();
        target.transform.position = transform.position;
        base.Awake();
    }
  3. Define the GetSteering function:

    public override Steering GetSteering()
    {
        Steering steering = new Steering();
        float wanderOrientation = Random.Range(-1.0f, 1.0f) * rate;
        float targetOrientation = wanderOrientation + agent.orientation;
        Vector3 orientationVec = OriToVec(agent.orientation);
        Vector3 targetPosition = (offset * orientationVec) + transform.position;
        targetPosition = targetPosition + (OriToVec(targetOrientation) * radius);
        targetAux.transform.position = targetPosition;
        steering = base.GetSteering();
        steering.linear = targetAux.transform.position - transform.position;
        steering.linear.Normalize();
        steering.linear *= agent.maxAccel;
        return steering;
    }

How it works...

The behavior takes into consideration two radii in order to get a random position to go to next, looks towards that random point, and converts the computed orientation into a direction vector in order to advance.

A visual description of the parameters for creating the Wander behavior