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Unity 5.x By Example

Unity 5.x By Example

By : Alan Thorn
3.7 (7)
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Unity 5.x By Example

Unity 5.x By Example

3.7 (7)
By: Alan Thorn

Overview of this book

Unity is an exciting and popular engine in the game industry. Throughout this book, you’ll learn how to use Unity by making four fun game projects, from shooters and platformers to exploration and adventure games. Unity 5 By Example is an easy-to-follow guide for quickly learning how to use Unity in practical context, step by step, by making real-world game projects. Even if you have no previous experience of Unity, this book will help you understand the toolset in depth. You'll learn how to create a time-critical collection game, a twin-stick space shooter, a platformer, and an action-fest game with intelligent enemies. In clear and accessible prose, this book will present you with step-by-step tutorials for making four interesting games in Unity 5 and explain all the fundamental concepts along the way. Starting from the ground up and moving toward an intermediate level, this book will help you establish a strong foundation in making games with Unity 5.
Table of Contents (10 chapters)
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9
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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