Book Image

Unity 2018 By Example - Second Edition

Book Image

Unity 2018 By Example - Second Edition

Overview of this book

Unity is the most exciting and popular engine used for developing games. With its 2018 release, Unity has become the primary source of both game development and virtual reality content. In Unity 2018 By Example, you’ll learn how to use Unity in order to make amazing games from popular genres - from action shooters to mind-bending puzzle games to adventure and Virtual Reality (VR) games. Even if you have no previous experience of using Unity, this book will help you understand the toolsets it provides in depth. In addition to this, you'll understand how to create time-critical collection games, twin-stick space shooters, platformers, and action-fest games with intelligent enemies. Finally, you'll get to grips with creating VR games with the new toolsets introduced by Unity to help you develop amazing VR experiences. To make things easier, you will be provided with step-by-step tutorials for making five great games in Unity 2018, along with a detailed explanation of all the fundamental concepts. By the end of this book, you’ll have established a strong foundation in making games with Unity 2018.
Table of Contents (16 chapters)
Unity 2018 By Example - Second Edition
Contributors
Preface
Other Books You May Enjoy
Index

The Chase state


The Chase state is the second of the three in the enemy FSM. This state connects to both the Patrol and Attack states directly. It can be reached in one of two ways. If a patrolling NPC establishes a direct line of sight to the player, then the NPC changes from patrolling to chasing. Conversely, if an attacking NPC falls outside the reach of the player (perhaps because he is running away), the NPC resorts to chasing again. From the chasing state itself, it's possible to move either to the Patrol or Attack state, with the inverse conditions as those, which lead to chase.

That is, if the NPC loses sight of the player, it returns to patrolling and, if the NPC reaches within attacking distance of the player, it switches to attacking. Consider the following code sample, which amends the AIEnemy class to support the chase behavior:

  public IEnumerator AIChase()
  {
    //Loop while chasing
    while(currentstate == ENEMY_STATE.CHASE)
    {
      //Set loose search
      ThisLineSight...