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Unity 5.x Game AI Programming Cookbook

You're reading from  Unity 5.x Game AI Programming Cookbook

Product type Book
Published in Mar 2016
Publisher Packt
ISBN-13 9781783553570
Pages 278 pages
Edition 1st Edition
Languages
Author (1):
Jorge Palacios Jorge Palacios
Profile icon Jorge Palacios

Table of Contents (15) Chapters

Unity 5.x Game AI Programming Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Behaviors – Intelligent Movement 2. Navigation 3. Decision Making 4. Coordination and Tactics 5. Agent Awareness 6. Board Games AI 7. Learning Techniques 8. Miscellaneous Index

Building a fighting circle


This recipe is based on the Kung-Fu Circle algorithm devised for the game, Kingdoms of Amalur: Reckoning. Its purpose is to offer an intelligent way for enemies to approach a given player and set attacks on it. It is very similar to the formation recipe, but it uses a stage manager that handles approach and attack permissions based on enemy weights and attack weights. It is also implemented so that the manager has the capability to handle a list of fighting circles; this is especially aimed at multiplayer games.

Getting ready

Before implementing the fighting circle algorithm, it is important to create some components that accompany the technique. First, the Attack class is a pseudo-abstract class for creating general-purpose attacks for each enemy, and it works as a template for our custom attacks in our game. Second, we need the Enemy class, which is the holder of the enemy's logic and requests. As we will see, the Enemy class holds a list of the different attack...

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