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  • Book Overview & Buying Unity 2017 Game AI Programming - Third Edition
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Unity 2017 Game AI Programming - Third Edition

Unity 2017 Game AI Programming - Third Edition - Third Edition

By : Raymundo Barrera, Aung Sithu Kyaw, Thet Naing Oo
2.8 (4)
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Unity 2017 Game AI Programming - Third Edition

Unity 2017 Game AI Programming - Third Edition

2.8 (4)
By: Raymundo Barrera, Aung Sithu Kyaw, Thet Naing Oo

Overview of this book

Unity 2017 provides game and app developers with a variety of tools to implement Artificial Intelligence. Leveraging these tools via Unity's API or built-in features allows limitless possibilities when it comes to creating your game's worlds and characters. This third edition with Unity will help you break down Artificial Intelligence into simple concepts to give you a fundamental understanding of the topic to build upon. Using a variety of examples, the book then takes those concepts and walks you through actual implementations designed to highlight key concepts, and features related to game AI in Unity 5. Further on you will learn to distinguish the state machine pattern and implement one of your own. This is followed by learning how to implement a basic sensory system for your AI agent and coupling it with a Finite State Machine (FSM). Next you'll learn how to use Unity's built-in NavMesh feature and implement your own A* pathfinding system. You will then learn how to implement simple flocks and crowd's dynamics, key AI concepts. Moving on, you will learn how to implement a behavior tree through a game-focused example. Lastly, you'll combine fuzzy logic concepts with state machines and apply all the concepts in the book to build a simple tank game.
Table of Contents (14 chapters)
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Title Page
Packt Upsell
Contributors
Preface
2
Index

Using the Sense class


The Sense class is the interface of our sensory system that the other custom senses can implement. It defines two virtual methods, Initialize and UpdateSense, which will be implemented in custom senses, and are executed from the Start and Update methods, respectively.

Note

Virtual methods are methods that can be overridden using the override modifier in derived classes. Unlike abstract classes, virtual classes do not require that you override them.

The code in the Sense.cs file looks like this:

using UnityEngine;

public class Sense : MonoBehaviour {
  public bool enableDebug = true;
  public Aspect.AspectTypes aspectName = Aspect.AspectTypes.ENEMY;
  public float detectionRate = 1.0f;

  protected float elapsedTime = 0.0f;

  protected virtual void Initialize() { }
  protected virtual void UpdateSense() { }

  // Use this for initialization
  void Start () 
    {
    elapsedTime = 0.0f;
    Initialize();
  }

  // Update is called once per frame
  void Update () 
    ...

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