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Unity 5.x Game AI Programming Cookbook

You're reading from   Unity 5.x Game AI Programming Cookbook Build and customize a wide range of powerful Unity AI systems with over 70 hands-on recipes and techniques

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Product type Paperback
Published in Mar 2016
Publisher Packt
ISBN-13 9781783553570
Length 278 pages
Edition 1st Edition
Tools
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Authors (2):
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Jorge Palacios Jorge Palacios
Author Profile Icon Jorge Palacios
Jorge Palacios
Jorge Elieser P Garrido Jorge Elieser P Garrido
Author Profile Icon Jorge Elieser P Garrido
Jorge Elieser P Garrido
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Toc

Table of Contents (10) Chapters Close

Preface 1. Behaviors – Intelligent Movement FREE CHAPTER 2. Navigation 3. Decision Making 4. Coordination and Tactics 5. Agent Awareness 6. Board Games AI 7. Learning Techniques 8. Miscellaneous Index

The seeing function using a graph-based system


We will start the recipes oriented to use graph-based logic in order to simulate sense. Again, we start by developing the sense of vision.

Getting ready

It is important to have grasped the chapter regarding path finding in order to understand the inner workings of the graph-based recipes.

How to do it…

We will just implement a new file:

  1. Create the class for handling vision:

    using UnityEngine;
    using System.Collections;
    using System.Collections.Generic;
    
    public class VisorGraph : MonoBehaviour
    {
        public int visionReach;
        public GameObject visorObj;
        public Graph visionGraph;
    }
  2. Validate the visor object in case the com:

    void Start()
    {
        if (visorObj == null)
            visorObj = gameObject;
    }
  3. Define and start building the function for detecting the visibility of a given set of nodes:

    public bool IsVisible(int[] visibilityNodes)
    {
        int vision = visionReach;
        int src = visionGraph.GetNearestVertex(visorObj);
        HashSet<int> visibleNodes...
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