Creating the abstract FSM class
Next, we implement a generic abstract class to define the enemy tank AI class's methods. This abstract class will be the skeleton of our AI and represent a high-level view of what an enemy tank should do.
We can see the code of this class in the FSM.cs file:
using UnityEngine;
using System.Collections;
public class FSM : MonoBehaviour {
protected virtual void Initialize() { }
protected virtual void FSMUpdate() { }
protected virtual void FSMFixedUpdate() { }
// Use this for initialization
void Start () {
Initialize();
}
// Update is called once per frame
void Update () {
FSMUpdate();
...