public void FixedUpdate()
    {
        /* First find the position of the ball on the x axis and than compare it
         * with the state boundary which is the point where the states meet.
         * There is no need to make different states for the y axis since
         * the AI should change its behaviour based on how far away/close he is
         * from its own and from the opponents goal.
         */

        AIBasicBehaviour.Sprint(player, 0);

        xPos = ball.transform.position.x;
        if (xPos >= boundary)
        {
            defendState.Run();
        }
        else if (xPos < boundary && xPos > 0)
        {
            tackleState.Run();
        }
        else if (xPos < 0 && xPos > -boundary)
        {
            attackState.Run();
        }
        else if (xPos <= -boundary)
        {
            shootState.Run();
        }
    }
 public new void RunOnePosition()
 {
     /* OGoal | AI | Ball | Player | AIGoal
      */
     if (AICheckBehaviour.FarFromBall(player, ball))
     {
         AIBasicBehaviour.Sprint(player, 1);
         if (AICheckBehaviour.CheckIfCloseToPickup(GetActivePickups(), player))
         {
             AIMovementBehaviour.LookAt(player, AICheckBehaviour.GetClosestPickup(GetActivePickups(), GetActiveCount(), player));
             AIMovementBehaviour.MoveForward(player);
         }
         else
         {
             AIMovementBehaviour.LookAt(player, opponent);
             AIBasicBehaviour.UseGun(player);
             AIMovementBehaviour.MoveTowards(player, ball);
         }
     }
     else
     {
         AIBasicBehaviour.Sprint(player, 1);
         AIGlobalBehaviour.PositionAndShoot(player, ball, goal);
     }
 }
    public new void RunThreePosition()
    {
        /* OGoal | Player, AI | Ball | AIGoal
         */

        if (AICheckBehaviour.FarFromBall(player, ball))
        {
            AIBasicBehaviour.Sprint(player, 1);
            if (AICheckBehaviour.CheckIfCloseToOpponent(player, opponent))
            {
                AIMovementBehaviour.LookAt(player, opponent);
                AIBasicBehaviour.UseSword(player);
                AIMovementBehaviour.MoveTowards(player, ball);
            }
            else if (AICheckBehaviour.CheckOpponentsHealth(opponent))
            {
                AIMovementBehaviour.LookAt(player, opponent);
                AIBasicBehaviour.UseGun(player);
                AIMovementBehaviour.MoveTowards(player, ball);
            }
            else
            {
                AIGlobalBehaviour.PositionAndShoot(player, ball, goal);
            }
        }
        else
        {
            AIBasicBehaviour.Sprint(player, 1);
            // Move towards the ball as fast as possible.
            AIGlobalBehaviour.PositionAndShoot(player, ball, goal);
        }
    }
Exemple #4
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 public new void RunThreePosition()
 {
     /* OGoal | Player, AI | Ball | AIGoal
      */
     AIBasicBehaviour.Sprint(player, 1);
     AIGlobalBehaviour.PositionAndShoot(player, ball, goal);
 }
Exemple #5
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 public new void RunTwoPosition()
 {
     /* OGoal | Player | Ball | AI | AIGoal
      */
     if (AICheckBehaviour.FarFromBall(player, ball))
     {
         AIBasicBehaviour.Sprint(player, 1);
         if (aIController.lineOfSight.CheckIfBallSpotted())
         {
             AIMovementBehaviour.LookAt(player, ball);
             AIBasicBehaviour.UseGun(player);
             AIMovementBehaviour.MoveTowards(player, ball);
         }
         else
         {
             AIGlobalBehaviour.PositionAndShoot(player, ball, goal);
         }
     }
     else
     {
         if (AICheckBehaviour.CheckIfBallApproaching(player, ball))
         {
             AIBasicBehaviour.UseShield(player);
         }
         AIGlobalBehaviour.PositionAndShoot(player, ball, goal);
     }
 }
Exemple #6
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 public new void RunTwoPosition()
 {
     /* OGoal | Player | Ball | AI | AIGoal
      */
     if (AICheckBehaviour.FarFromBall(player, ball))
     {
         AIBasicBehaviour.Sprint(player, 1);
         AIGlobalBehaviour.PositionAndShoot(player, ball, goal);
     }
     else
     {
         if (AICheckBehaviour.CheckIfBallApproaching(player, ball))
         {
             AIBasicBehaviour.UseShield(player);
         }
         AIGlobalBehaviour.PositionAndShoot(player, ball, goal);
     }
 }
 public new void RunZeroPosition()
 {
     /* OGoal | Ball | Player, AI | AIGoal
      */
     if (AICheckBehaviour.FarFromBall(player, ball))
     {
         AIBasicBehaviour.Sprint(player, 1);
         if (aIController.lineOfSight.CheckIfBallSpotted())
         {
             AIMovementBehaviour.LookAt(player, ball);
             AIBasicBehaviour.UseGun(player);
             AIMovementBehaviour.MoveTowards(player, ball);
         }
         else if (AICheckBehaviour.CheckIfCloseToPickup(GetActivePickups(), player))
         {
             AIMovementBehaviour.LookAt(player, AICheckBehaviour.GetClosestPickup(GetActivePickups(), GetActiveCount(), player));
             AIMovementBehaviour.MoveForward(player);
         }
         else
         {
             AIGlobalBehaviour.PositionAndShoot(player, ball, aIController.lineOfSight.GetAvailablePoint());
         }
     }
     else
     {
         if (AICheckBehaviour.CheckIfCloseToOpponent(player, opponent))
         {
             AIMovementBehaviour.LookAt(player, opponent);
             AIBasicBehaviour.UseSword(player);
         }
         else if (AICheckBehaviour.CheckOpponentsHealth(opponent))
         {
             AIMovementBehaviour.LookAt(player, opponent);
             AIBasicBehaviour.UseGun(player);
         }
         AIGlobalBehaviour.PositionAndShoot(player, ball, aIController.lineOfSight.GetAvailablePoint());
     }
 }
    public new void RunThreePosition()
    {
        /* OGoal | Player, AI | Ball | AIGoal
         */

        if (AICheckBehaviour.FarFromBall(player, ball))
        {
            if (AICheckBehaviour.CheckIfCloseToOpponent(player, opponent))
            {
                AIMovementBehaviour.LookAt(player, opponent);
                AIBasicBehaviour.UseSword(player);
            }
            AIBasicBehaviour.Sprint(player, 1);
            AIMovementBehaviour.LookAt(player, opponent);
            AIBasicBehaviour.UseGun(player);
            AIGlobalBehaviour.PositionAndShoot(player, ball, goal);
        }
        else
        {
            AIBasicBehaviour.Sprint(player, 1);
            AIGlobalBehaviour.PositionAndShoot(player, ball, goal);
        }
    }