Book Image

Unity Artificial Intelligence Programming - Fourth Edition

By : Dr. Davide Aversa, Aung Sithu Kyaw, Clifford Peters
Book Image

Unity Artificial Intelligence Programming - Fourth Edition

By: Dr. Davide Aversa, Aung Sithu Kyaw, Clifford Peters

Overview of this book

Developing Artificial Intelligence (AI) for game characters in Unity 2018 has never been easier. Unity provides game and app developers with a variety of tools to implement AI, from the basic techniques to cutting-edge machine learning-powered agents. 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 fourth edition with Unity will help you break down AI 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. Further on, you'll learn how 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'll then learn how to implement simple ?ocks and crowd dynamics, which are key AI concepts in Unity. Moving on, you'll learn how to implement a behavior tree through a game-focused example. Lastly, you'll apply all the concepts in the book to build a popular game.
Table of Contents (13 chapters)

The enemy tank AI

Let's look at the real code for our AI tanks. Let's create a new class, called SimpleFSM, which inherits from our FSM abstract class.

The code in the SimpleFSM.cs file is as follows:

using UnityEngine; 
using System.Collections; 
 
public class SimpleFSM : FSM  
{ 
 
    public enum FSMState 
    { 
      None, 
      Patrol, 
      Chase, 
      Attack, 
      Dead, 
    } 
 
    //Current state that the NPC is reaching 
    public FSMState curState; 
 
    //Speed of the tank 
    private float curSpeed; 
 
    //Tank Rotation Speed 
    private float curRotSpeed; 
 
    //Bullet 
[SerializeField] private GameObject Bullet; //Whether the NPC is destroyed or not private bool bDead; private int health;

// We overwrite the deprecated built-in `rigidbody` variable.
new private Rigidbody rigidbody;

Here, we declare a few...