Esempio n. 1
0
        IEnumerator findTarget()
        {
            yield return(new WaitForSeconds(aiWaitTime));

            if (m_gameOver == false)
            {
                findBallAndPocket();
                findClosestAngleToBall();
                if (m_targetBall)
                {
                    //we got a foul ball, lets try putting the ball in line with the line.
                    getNomBallsInWay();

                    if (foul)
                    {
                        //findGoodFoulSpot();
                        m_power = 30;
                    }
                    //always shoot 100% on the first shot!
                    if (m_firstShot == false)
                    {
                        m_power     = 100;
                        m_firstShot = true;
                    }
                    Vector3 targetPos = m_targetPos;

                    targetPos.y = m_whiteBall.transform.position.y;

                    m_cue.setTarget(m_targetBall, targetPos);


                    m_cue.setPower(m_power);
                    m_whiteBall.setTarget(m_targetBall, targetPos);
                    m_whiteBall.transform.LookAt(m_targetBall.transform.position);
                    yield return(new WaitForSeconds(1f));

                    m_cue.fireBall();
                    m_canFire = true;
                }
                else
                {
                    Debug.Log("FIND NEW TARGET" + Time.time);
                    StartCoroutine(findTarget());
                }
            }
        }
Esempio n. 2
0
        public void fireBallRPC()
        {
            m_requestFire = false;
            if (GetComponent <AudioSource>())
            {
                GetComponent <AudioSource>().PlayOneShot(onHitCueAC, 1f);
            }

            //lets set the balls target and the target position. When the white ball hits the first ball we will set the ball to point at the target.
            m_whiteBall.setTarget(m_targetBall, m_targetPos);

            Debug.Log("FIRE BALL" + m_whiteBall.name);
            m_whiteBall.fireBall(m_whiteBall.transform.forward * m_powerScalar * power);
            m_state = State.ROLL;
            poolCueGO.SetActive(false);

            transform.parent = null;
        }