Example #1
0
    void OnGoalScored(Enums.Teams Team)
    {
        PV.RPC("updateScore", RpcTarget.AllBuffered, Team);

        ball.GetComponent <Rigidbody2D>().velocity = Vector2.zero;
        ball.position = ballStartPos;
        ball.rotation = ballStartRot;

        PV.RPC("respawnBall", RpcTarget.AllBuffered);

        PV.RPC("RPC_CountDown", RpcTarget.All);
    }
Example #2
0
    public void updateScore(Enums.Teams Team)
    {
        if (Team == Enums.Teams.Blue)
        {
            blueScore++;
        }
        else
        {
            orangeScore++;
        }

        blueScoreText.text   = blueScore.ToString();
        orangeScoreText.text = orangeScore.ToString();
    }
Example #3
0
    // Get a specific object from array by tag and compare team
    public bool ContainsEnemyInSight()
    {
        Enums.Teams playerTeam = GetComponent <AgentController>()._Team;

        for (int i = 0; i < _visibleObjects.Length; i++)
        {
            if (_visibleObjects[i].gameObject.GetComponent <Soldier>() != null)
            {
                if (_visibleObjects[i].gameObject.GetComponent <AgentController>()._Team != playerTeam)
                {
                    return(true);
                }
            }
        }

        return(false);
    }
Example #4
0
    // Count all enemy agent soldiers in area
    public int CountEnemySoldiersInSight()
    {
        Enums.Teams playerTeam = GetComponent <AgentController>()._Team;

        int count = 0;

        for (int i = 0; i < _visibleObjects.Length; i++)
        {
            if (_visibleObjects[i].gameObject.GetComponent <Soldier>() != null)
            {
                if (_visibleObjects[i].gameObject.GetComponent <Soldier>()._AgentController._Team != playerTeam)
                {
                    count++;
                }
            }
        }

        return(count);
    }
Example #5
0
    // Return closest enemy
    public GameObject GetClosestEnemy()
    {
        Enums.Teams playerTeam = GetComponent <AgentController>()._Team;

        for (int i = 0; i < _visibleObjects.Length; i++)
        {
            if (_visibleObjects[i].gameObject.GetComponent <Soldier>() != null)
            {
                if (_visibleObjects[i].gameObject.GetComponent <Soldier>()._AgentController._Team != playerTeam)
                {
                    closestObjCol = _visibleObjects[i];
                }
            }
        }

        closestObj = closestObjCol.gameObject;

        return(closestObj);
    }
Example #6
0
 private void Goal_OnGoalScored(Enums.Teams obj)
 {
     shipRB.velocity = new Vector2(0f, 0f);
     PV.RPC("RPC_RespawnPlayer", RpcTarget.AllBuffered);
 }
Example #7
0
 void Start()
 {
     _PlayerTeam = _PlayerOwner._PlayerTeam;
 }
Example #8
0
    private void OnTriggerStay(Collider other)
    {
        if (other.GetComponent <Soldier>())
        {
            // Get the current team that captures the CP
            _CurrentCapturerTeam = other.GetComponent <Soldier>()._AgentController._Team;

            // Don't capture again if CP is already captured by the team that's standing in the CP
            if (isCaptured && _CurrentCapturerTeam == _TeamOwner._PlayerTeam)
            {
                return;
            }

            // Check if only one team is capturing CP
            if (agentsInTrigger.Count > 1)
            {
                for (int i = 0; i < agentsInTrigger.Count; i++)
                {
                    // Check if opposite team is trying to capture flag while staying at CP
                    if (agentsInTrigger[i].GetComponent <AgentController>()._Team != _CurrentCapturerTeam)
                    {
                        isContested = true;
                        lineRenderer.material.color = Color.yellow;
                        return;
                    }
                }
            }

            isContested = false;

            // Show progress bar and set line to green
            ProgressBar.SetActive(true);
            lineRenderer.material.color = Color.green;

            // Capturing progress
            while (captureProgress < captureLimit)
            {
                captureProgress += Time.deltaTime;
                return;
            }

            captureProgress = 0f;
            isCaptured      = true;

            // Set flag color
            switch (_CurrentCapturerTeam)
            {
            case Enums.Teams.BLUE:
                flagRenderer.material.color = Color.blue;
                lineRenderer.material.color = Color.blue;
                break;

            case Enums.Teams.RED:
                flagRenderer.material.color = Color.red;
                lineRenderer.material.color = Color.red;
                break;
            }

            ProgressBar.SetActive(false);

            if (other.GetComponent <Soldier>() == null)
            {
                return;
            }

            // Remove flag from the possession of the previous player
            if (_TeamOwner != null)
            {
                _TeamOwner._CapturedCPs.Remove(this.gameObject);
            }

            // Save player that captured the flag
            _TeamOwner = other.GetComponent <Soldier>()._AgentController._PlayerOwner;
            _TeamOwner._CapturedCPs.Add(this.gameObject);
        }
    }