/** * this is the updated fucntion for the state */ public override void Excute(GameObject CallingObject) { FieldPlayer PlayerScript = CallingObject.GetComponent <FieldPlayer>(); if (PlayerScript.BallInKickingRange()) { PlayerScript.ChangeState(CallingObject, KickBall.Instance()); return; } if (PlayerScript.IsClosestTeamMemberToBall()) { Steer2D.Seek S = (Steer2D.Seek)PlayerScript.GetSteeringController().GetBehaviourByTypeName("Steer2D.Seek"); if (S) { S.TargetPoint = PlayerScript.Ball.transform.position; } return; } PlayerScript.ChangeState(CallingObject, ReturnToHomeRegion.Instance()); }
public static ReturnToHomeRegion Instance() { if (instance == null) { instance = new ReturnToHomeRegion(); } return(instance); }
private void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(this.gameObject); } DontDestroyOnLoad(this.gameObject); }
public void UpdateTargetsOfWaitingPlayers() { foreach (Player Guy in Players) { if (Guy.GetRole() != PlayerRoles.GoalKeeper) { if (Guy.IsInState(Wait.Instance()) || Guy.IsInState(ReturnToHomeRegion.Instance())) { Steer2D.Arrive Arr = (Steer2D.Arrive)Guy.GetSteeringController().GetBehaviourByTypeName("Steer2D.Arrive"); Arr.TargetPoint = Guy.HomePosition; } } } }
/** * this is the updated fucntion for the state */ public override void Excute(GameObject CallingObject) { FieldPlayer PlayerScript = CallingObject.GetComponent <FieldPlayer>(); if (!PlayerScript.GetTeam().InControl()) { PlayerScript.ChangeState(CallingObject, ReturnToHomeRegion.Instance()); return; } Steer2D.Arrive Arr = (Steer2D.Arrive)PlayerScript.GetSteeringController().GetBehaviourByTypeName("Steer2D.Arrive"); if (Arr.TargetPoint != PlayerScript.GetTeam().GetSupportSpot()) { PlayerScript.GetSteeringController().TurnOn(Behaviour.Arrive); Arr.TargetPoint = PlayerScript.GetTeam().GetSupportSpot(); } Vector2 ShootingTarget = new Vector2(); if (PlayerScript.GetTeam().CanShoot(CallingObject.transform.position, out ShootingTarget, PlayerScript.MaxShootingForce)) //TODO ?Need Confidence here? { PlayerScript.GetTeam().RequestPass(CallingObject); } if (Arr.AtTarget) { //PlayerScript.GetSteeringController().TurnOff(Behaviour.Arrive); PlayerScript.TrackBall(); if (!PlayerScript.IsThreatened()) { PlayerScript.GetTeam().RequestPass(CallingObject); } } //If closest to ball and not in goalkeepers hands... Chase the ball if (PlayerScript.IsClosestTeamMemberToBall() && (!PlayerScript.GetTeam().GetPitch().GoalKeeperHasBall())) { PlayerScript.ChangeState(CallingObject, ChaseBall.Instance()); return; } }
// Use this for initialization void Start() { if (Random.Range(0, 1) == 0) //randomise the turn Direction { PreferedTurnDir = -1; } SteerController = GetComponent <SteeringController>(); HomePosition = transform.position; DefendingPosition = transform.position; AttackingPosition = AttackPoint.transform.position; CurrentState = ReturnToHomeRegion.Instance(); PreviousState = ReturnToHomeRegion.Instance(); GlobalState = GlobalPlayerState.Instance(); CurrentState.Enter(gameObject); UpdateStateText(); NextKick = Time.time + KickDelay; }
public override bool OnMessage(GameObject CallingObject, Message Msg) { FieldPlayer PlayerScript = CallingObject.GetComponent <FieldPlayer>(); switch (Msg.Msg) { case PlayerMessages.ReceiveBall: { //GCHandle Handle = (GCHandle)Msg.ExtraInfo; //Vector2 Pos = (Vector2)Handle.Target; Steer2D.Arrive Arr = (Steer2D.Arrive)PlayerScript.GetSteeringController().GetBehaviourByTypeName("Steer2D.Arrive"); Arr.TargetPoint = Msg.ExtraInfo; PlayerScript.ChangeState(CallingObject, ReceiveBall.Instance()); return(true); } case PlayerMessages.SupportAttacker: { if (PlayerScript.IsInState(SupportAttacker.Instance())) { return(true); } //TODO Behaviour PlayerScript.ChangeState(CallingObject, SupportAttacker.Instance()); return(true); } case PlayerMessages.Wait: { PlayerScript.ChangeState(CallingObject, Wait.Instance()); return(true); } case PlayerMessages.PassToMe: { GameObject Reciever = Msg.Sender; //If there is already a recieving player or the ball isnt in range then cant pass pall to requesting player if (PlayerScript.GetTeam().RecievingPlayer != null || !PlayerScript.BallInKickingRange()) { //Debug.Log("Can't make requested Pass"); return(true); } //TODO double check this Vector2 PassTarget = PlayerScript.AddNoiseToTarget(Reciever.gameObject.transform.position); //Get the direction of the shot Vector2 KickDir = (PassTarget - (Vector2)PlayerScript.Ball.transform.position).normalized; float dot = Vector3.Dot(CallingObject.transform.right, (PlayerScript.Ball.transform.position - CallingObject.transform.position).normalized); float KickPower = PlayerScript.PassingForce * dot; //Add force to the ball if (!PlayerScript.IsReadyForNextKick()) { return(true); } PlayerScript.Ball.GetComponent <Football>().AddForce(KickDir * KickPower, PassTarget, "Passing To Reqested Pass"); //GCHandle Handle = GCHandle.Alloc(Reciever.transform.position); //System.IntPtr PositionPtr = (System.IntPtr)Handle; Dispatcher.Instance().DispatchMessage(0, CallingObject, Reciever, PlayerMessages.ReceiveBall, PassTarget); PlayerScript.ChangeState(CallingObject, Wait.Instance()); PlayerScript.FindSupport(); return(true); } case PlayerMessages.GoHome: { PlayerScript.SetDefaultHomeRegion(); PlayerScript.ChangeState(CallingObject, ReturnToHomeRegion.Instance()); return(true); } } return(false); }