Esempio n. 1
0
    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();
    }
Esempio n. 2
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;
                    }
                }
            }
        }
    }