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

Extending A* for coordination: A*mbush


After learning how to implement A* for path finding, we will now use its power and flexibility to develop some kind of coordinated behavior in order to ambush the player. This algorithm is especially useful when we want a non-expensive solution for the aforementioned problem, and one that is also easy to implement.

This recipe sets the path for every agent to be taken into account when it comes to ambushing a given vertex or point in the graph.

Getting ready

We need a special component for the agents called Lurker. This class will hold the paths that are to be used later in the navigation process.

The following is the code for Lurker:

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class Lurker : MonoBehaviour
{
    [HideInInspector]
    public List<int> pathIds;
    [HideInInspector]
    public List<GameObject> pathObjs;

    void Awake()
    {
        if (pathIds == null)
            pathIds = new List...