Esempio n. 1
0
    void UpdateCurrentOppositionPlayer()
    {
        if (m_TimeLeftUntilCanSwitchAI > 0.0f)
        {
            m_TimeLeftUntilCanSwitchAI -= Time.deltaTime;
        }

        if (!m_CurrentOppositionPlayer)
        {
            m_CurrentOppositionPlayer = GetClosestOppositionPlayerToBall();

            if (m_CurrentOppositionPlayer)
            {
                m_CurrentOppositionPlayer.SetIsAIControlled(true);
            }
        }
        else
        {
            if (m_TimeLeftUntilCanSwitchAI > 0.0f)
            {
                return;
            }

            // if the current player is too far away from the ball then select a new player
            Vector3 diff = m_Football.GetComponent <Rigidbody>().transform.position - m_CurrentOppositionPlayer.GetComponent <Rigidbody>().transform.position;

            float magSqrAbs = Mathf.Abs(diff.sqrMagnitude);

            diff.Normalize();
            m_CurrentOppositionPlayer.SetDirection(diff.x, diff.z);

            if (magSqrAbs > 100)
            {
                // pick new player
                float smallestDistance = -1.0f;

                foreach (FootballPlayer p in mOppositionTeam)
                {
                    if (p == m_CurrentOppositionPlayer)
                    {
                        continue;
                    }

                    Vector3 diffP = m_Football.GetComponent <Rigidbody>().transform.position - p.GetComponent <Rigidbody>().transform.position;

                    float magSqrAbsP = Mathf.Abs(diffP.sqrMagnitude);

                    if (smallestDistance == -1 ||
                        (magSqrAbsP < smallestDistance && (magSqrAbs - magSqrAbsP) > 100))
                    {
                        Vector3 velocityBeforeSwitch = m_CurrentOppositionPlayer.GetComponent <Rigidbody> ().velocity;
                        m_CurrentOppositionPlayer.SetIsAIControlled(false);
                        smallestDistance          = magSqrAbsP;
                        m_CurrentOppositionPlayer = p;
                        m_CurrentOppositionPlayer.SetIsAIControlled(true);
                        m_CurrentOppositionPlayer.GetComponent <Rigidbody> ().velocity = velocityBeforeSwitch;

                        m_TimeLeftUntilCanSwitchAI = 3.0f;
                    }
                }
            }
        }
    }
Esempio n. 2
0
    void TakeInput()
    {
        if (m_CurrentSelectedPlayer == null)
        {
            return;
        }

        if (Input.touchCount > 0)
        {
            Touch touch = Input.GetTouch(0);

            if (touch.phase == TouchPhase.Ended)
            {
                /*
                 * RaycastHit hit;
                 *
                 * Ray rr = m_Camera.ScreenPointToRay (touch.position);
                 *
                 * if (Physics.Raycast(rr, out hit) )
                 * {
                 *      NavNode nearestNode = m_NavGrid.GetNearestNode (hit.point.x, hit.point.z);
                 *
                 *      if (nearestNode != null)
                 *      {
                 *              var path = m_NavGrid.GetPath (m_LocalPlayer.m_CurrentNavGridRow, m_LocalPlayer.m_CurrentNavGridColumn, nearestNode.m_RowIndex, nearestNode.m_ColumnIndex);
                 *
                 *              m_LocalPlayer.SetPathAndMove (path);
                 *      }
                 * }
                 */
            }
        }

        if (Input.GetMouseButtonDown(0))
        {
            m_TimePressedDown = Time.time;

            RaycastHit hit;

            Ray rr = m_Camera.ScreenPointToRay(Input.mousePosition);

            if (Physics.Raycast(rr, out hit))
            {
                Vector3 diff = hit.point - m_CurrentSelectedPlayer.GetComponent <Rigidbody>().transform.position;
                diff.Normalize();

                m_CurrentSelectedPlayer.SetDirection(diff.x, diff.z);
            }
        }
        else if (Input.GetMouseButtonUp(0))
        {
            float timeSincePressed = Time.time - m_TimePressedDown;

            if (timeSincePressed > kShootHoldMinTime)
            {
                if (timeSincePressed > kShootHoldMaxTime)
                {
                    timeSincePressed = kShootHoldMaxTime;
                }

                float   percentageForce = timeSincePressed / kShootHoldMaxTime;
                Vector3 diff            = m_Football.GetComponent <Rigidbody>().transform.position - m_CurrentSelectedPlayer.GetComponent <Rigidbody>().transform.position;

                float magSqrAbs = Mathf.Abs(diff.sqrMagnitude);

                // jump
                m_CurrentSelectedPlayer.GetComponent <Rigidbody>().AddForce(new Vector3(0, 600 * percentageForce, 0), ForceMode.Impulse);

                if (magSqrAbs < 15)
                {
                    ShootBall(12.0f * percentageForce, m_CurrentSelectedPlayer.GetComponent <Rigidbody>().transform.forward);

                    m_TimeLeftUntilCanSwitchPlayer = 0.0f;
                }
            }

            // this is so we can determine that we are not pressing down
            m_TimePressedDown = -1.0f;
        }
    }