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Unity 2017 Game AI Programming - Third Edition - Third Edition

You're reading from  Unity 2017 Game AI Programming - Third Edition - Third Edition

Product type Book
Published in Jan 2018
Publisher Packt
ISBN-13 9781788477901
Pages 254 pages
Edition 3rd Edition
Languages

Table of Contents (10) Chapters

Preface 1. The Basics of AI in Games 2. Finite State Machines and You 3. Implementing Sensors 4. Finding Your Way 5. Flocks and Crowds 6. Behavior Trees 7. Using Fuzzy Logic to Make Your AI Seem Alive 8. How It All Comes Together 9. Other Books You May Enjoy

Creating the enemy tank

Let's go ahead and create an animator controller in your assets folder. This will be your enemy tank's state machine. Call it EnemyFsm.

This state machine will drive the tank's basic actions. As described earlier in our example, the enemy can patrol, chase, and shoot the player. Let's go ahead and set up our state machine. Select the EnemyFsm asset and open up the Animator window.

Now, we'll go ahead and create three empty states that will conceptually and functionally represent our enemy tank's states. Name them Patrol, Chase, and Shoot. Once they are created and named, we'll want to make sure we have the correct default state assigned. At the moment, this will vary depending on the order in which you created and named the states, but we want the Patrol state to be the default state, so right-click on it and select Set...

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