void Update() { // Doing setup in Update because scene not fully created in Start() if (!m_IsSetup) { DoSetup(); m_IsSetup = true; return; } if (m_IsInGoalScoredCooldown) { m_timeUntilScoreCooldownFinished -= Time.deltaTime; if (m_timeUntilScoreCooldownFinished <= 0.0f) { m_IsInGoalScoredCooldown = false; m_Football.GetComponent <Rigidbody> ().transform.position = m_Football.m_InitialPosition; } } if (mFriendlyTeam.Count == 0 || mOppositionTeam.Count == 0) { // intitial build RebuildTeams(); m_CurrentSelectedPlayer = GetClosestFriendlyPlayerToBall(); if (m_CurrentSelectedPlayer) { m_CurrentSelectedPlayer.SetPlayerControlled(true); } m_CurrentOppositionPlayer = GetClosestOppositionPlayerToBall(); if (m_CurrentOppositionPlayer) { m_CurrentOppositionPlayer.SetIsAIControlled(true); } } TakeInput(); UpdateCamera(); ApplyBallControlAid(); UpdateCurrentPlayer(); UpdateCurrentOppositionPlayer(); UpdateAIPositions(); }