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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

Handling formations


This is a key algorithm for creating flocks or a group of military agents. It is designed to be flexible enough to give you the chance to create your own formations.

The end result from this recipe will be a set of target positions and rotations for each agent in the formation. Then, it is up to you to create the necessary algorithms to move the agent to the previous targets.

Note

We can use the movement algorithms learnt in Chapter 1, Movement, in order to target those positions.

Getting ready

We will need to create three base classes that are the data types to be used by the high-level classes and algorithms. The Location class is very similar to the Steering class and is used to define a target position and rotation given the formation's anchor point and rotation. The SlogAssignment class is a data type to match a list's indices and agents. Finally, the Character class component holds the target Location class.

The following is the code for the Location class:

using UnityEngine...
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