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Unity Artificial Intelligence Programming

You're reading from   Unity Artificial Intelligence Programming Add powerful, believable, and fun AI entities in your game with the power of Unity

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Product type Paperback
Published in Mar 2022
Publisher Packt
ISBN-13 9781803238531
Length 308 pages
Edition 5th Edition
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Author (1):
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Dr. Davide Aversa Dr. Davide Aversa
Author Profile Icon Dr. Davide Aversa
Dr. Davide Aversa
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Table of Contents (17) Chapters Close

Preface 1. Part 1:Basic AI
2. Chapter 1: Introduction to AI FREE CHAPTER 3. Chapter 2: Finite State Machines 4. Chapter 3: Randomness and Probability 5. Chapter 4: Implementing Sensors 6. Part 2:Movement and Navigation
7. Chapter 5: Flocking 8. Chapter 6: Path Following and Steering Behaviors 9. Chapter 7: A* Pathfinding 10. Chapter 8: Navigation Mesh 11. Part 3:Advanced AI
12. Chapter 9: Behavior Trees 13. Chapter 10: Procedural Content Generation 14. Chapter 11: Machine Learning in Unity 15. Chapter 12: Putting It All Together 16. Other Books You May Enjoy

Implementing the nodes

After we have made a plan for our BT, the next step is to check whether our BT implementation of choice (in our case, Behavior Bricks) already includes some of the nodes we need. Of course, we want to reuse as many pre-made nodes as possible. Reading the Behavior Bricks documentation, we can see that it already includes nodes such as IsTargetClose, MoveToGameObject, Wander, and AlwaysTrue, plus, of course, Repeat and Selector.

Therefore, we need to write all the other tasks. Note that Behavior Bricks tasks are not MonoBehaviors; therefore, we do not need to attach them to some object in the scene. We only need to put the scripts in any folder in our project's assets, and we are good. Let's look at a step-by-step process to do this:

  1. Let's start with the ShootOnce action by creating a ShootOnce.cs file in the project assets. First, we create a simple Action attribute called ShootOnce that, as the name says, shoots a single bullet:
    using...
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