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

Working a finite-state machine


Another interesting yet easy-to-implement technique is finite-state machines (FSM). They move us to change the train of thought from what it was in the previous recipe. FSMs are great when our train of thought is more event-oriented, and we think in terms of holding behavior until a condition is met changing to another.

Getting ready

This is a technique mostly based on automata behavior, and will lay the grounds for the next recipe, which is an improved version of the current one.

How to do it...

This recipe breaks down into implementing three classes from the ground up, and everything will make sense by the final step:

  1. Implement the Condition class:

    public class Condition
    {
        public virtual bool Test()
        {
            return false;
        }
    }
  2. Define the Transition class:

    public class Transition
    {
        public Condition condition;
        public State target;    
    }
  3. Define the State class:

    using UnityEngine;
    using System.Collections.Generic;
    
    public class State : MonoBehaviour...