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Unity 2018 By Example - Second Edition

You're reading from  Unity 2018 By Example - Second Edition

Product type Book
Published in Jul 2018
Publisher Packt
ISBN-13 9781788398701
Pages 484 pages
Edition 2nd Edition
Languages

Table of Contents (16) Chapters

Unity 2018 By Example - Second Edition
Contributors
Preface
Other Books You May Enjoy
1. Unity Fundamentals 2. Creating a Collection Game 3. Creating a Space Shooter 4. Continuing the Space Shooter 5. Creating a 2D Adventure Game 6. Continuing the 2D Adventure 7. Creating Artificial Intelligence 8. Continuing with Intelligent Enemies 9. Entering Virtual Reality 10. Completing the VR Game Test Your Knowledge Answers Index

The Patrol state


The first of the three states to implement for the NPC AI is the Patrol State. In the previous chapter, we configured an animated patrol object, which the NPC should follow continuously during this state. The patrol object moves around the level from a predefined animation asset, changing from one position to the next. However, previously, the NPC simply followed this object without end, whereas the Patrol State requires the NPC to consider whether the player can be seen on its route. If it can, the state should change. To support this functionality, the Patrol State and Start function of the AI_Enemy class has been coded, as featured in the following code:

  void Start()
  {
    //Get random destination
    GameObject[] Destinations = GameObject.FindGameObjectsWithTag("Dest");
    PatrolDestination = Destinations[Random.Range(0, Destinations.Length)].GetComponent<Transform>();

    //Configure starting state
    CurrentState = ENEMY_STATE.PATROL;
  }
  //---------...
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