Exemple #1
0
    // so we're trying to move towards the quarterback, let's just do that for now. Totally ignore blockers.
    void Update()
    {
        if (mActive)
        {
            cBurst.FCalcAcc(refPlayer.transform.position - transform.position);

            // Need some component that pushes characters that we want to push.
            if (Vector3.Distance(transform.position, refBlocker.transform.position) < 2f)
            {
                cGivShv.FGiveShove(refBlocker.GetComponent <AI_Athlete>());
            }
        }
    }
Exemple #2
0
    void Update()
    {
        // 1) get midway between the rusher and the passer.
        if (mActive)
        {
            Vector3 midSpot = refPlayer.transform.position;
            Vector3 dis     = refRusher.transform.position - refPlayer.transform.position;
            dis     /= 2f;
            midSpot += dis;

            // get our burst to accelerate us in that direction.
            cAcc.FCalcAcc(midSpot - transform.position);

            // for now, just calculate if our rusher is within our sphere of influence.
            if (Vector3.Distance(transform.position, refRusher.transform.position) < 2f)
            {
                cGivShv.FGiveShove(refRusher.GetComponent <AI_Athlete>());
            }
        }
    }