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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 Attack state


The third and final state for the NPC is the Attack state, during which the NPC is continually attacking the player. This state can only be reached from the Chase state. During a chase, the NPC must determine whether they have reached within attacking distance. If so, the NPC must change from chasing to attacking. If, during an attack, the player leaves the attacking distance, then the NPC must change from attacking to chasing. Consider the following code sample, which includes the complete EnemyAI class, with all coded and completed states:

using UnityEngine;
using System.Collections;
//------------------------------------------
public class AI_Enemy : MonoBehaviour
{
  //------------------------------------------
  public enum ENEMY_STATE {PATROL, CHASE, ATTACK};
  //------------------------------------------
  public ENEMY_STATE CurrentState
  {
    get{return currentstate;}

    set
    {
      //Update current state
      currentstate = value;

      //Stop all running...

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