void OnShootFinished(bool isGoal, Area area) { RunAfter.runAfter(gameObject, () => { DemoShoot.share.Reset(RandomNewPos); }, resetAfter); }
void NextTurn() { if (_count / 2 >= maxTurn) { Finalize(); } else { textCountTurn.text = (_count / 2 + 1).ToString(); if (_count % 2 == 0) // even turn is my turn to shoot { //Voi shut phat goc, do vi tri Camera reset khong phu thuoc vao vi tri Ball -> Dat switch Camera len dau SwitchCamera.share.setActiveCamera("CornerCamera"); //Maicamera se move theo vi tri cua Ball -> Chuyen ve phat goc //Do khi da phat goc, bong reset ve vi tri goc san nen phai goi ham Reset lien quan Goal Keeper truoc, ko se bi an theo bong GoalKeeperHorizontalFly.share.reset(); //Reset Goalkeeper ve vi tri o giua khung thanh GoalKeeper.share.reset(); textCountTurn.text = "Trong ham count%2=0 shut goc"; GoalKeeperHorizontalFly.share.IsAIControl = true; ShootAI.shareAI.willBeShootByUser = false; //GoalKeeperHorizontalFly.share.IsAIControl = true; //ShootAI.shareAI.willBeShootByUser = false; //SwitchCamera.share.OnToggle_BeGoalKeeper(false); ShootCorner.shareCorner.cornerReset(); //Goi ham reset vi tri cua Ball ve goc trai khung thanh GoalDetermine.share.reset(); //Reset lai tinh toan Goal CameraManager.share.reset(); //Reset vi tri va goc tuong ung cho Camera Corner va Main, Back Camera SlowMotion.share.reset(); //Goi ham sut phat goc RunAfter.runAfter(gameObject, () => { //Khi goi ham sut phat goc, se goi ca ham dieu chinh camera doi theo goc sut bong ShootCorner.shareCorner.cornerShoot(); }, shootAfter); // reset camera position // CameraManager.share.reset(); //Set Main Camera Active //SwitchCamera.share.IsFront = true; } else // odd turn is AI turn to shoot { textCountTurn.text = "Shut AI"; GoalKeeperHorizontalFly.share.IsAIControl = false; //Can reset bong ve vi tri truoc cau mon ShootAI.shareAI.reset(); //Ham nay chi reset vi tri cua Ball truoc cau mon cua Shoot AI GoalKeeperHorizontalFly.share.reset(); //Reset Goalkeeper ve vi tri o giua khung thanh GoalKeeper.share.reset(); GoalDetermine.share.reset(); //Reset lai tinh toan Goal SwitchCamera.share.setActiveCamera("CameraMain"); //Set Main Camera Active CameraManager.share.reset(); //Reset vi tri va goc tuong ung cho Camera Corner va Main, Back Camera //Can ham reset camera theo vi tri moi cua Ball // SwitchCamera.share.IsFront = false; RunAfter.runAfter(gameObject, DoShootAI, 3f); } } }
void OnNewTurn() { if (AutoShoot) { RunAfter.runAfter(gameObject, () => { ShootAI.shareAI.shoot(); }, shootAfter); } }
public void Reset(bool shouldRandomNewPos) { // ShootAI reset logic must be called first, to reset new ball poosition, reset() method of other components must come after this if (shouldRandomNewPos) { ShootAI.shareAI.reset(); // used this method to reset new randomised ball's position } else { ShootAI.shareAI.reset(ShootAI.shareAI.BallPositionX, ShootAI.shareAI.BallPositionZ); // call like this to reset new turn with current ball position } //HENRY CLOSE SlowMotion.share.reset(); // reset the slowmotion logic GoalKeeperHorizontalFly.share.reset(); // reset ve vi tri giua goal sau moi luot sut .goalkeeperhorizontalfly logic GoalKeeper.share.reset(); // reset goalkeeper logic GoalDetermine.share.reset(); // reset goaldetermine logic so that it's ready to detect new goal /* * if (Wall.share != null) // if there is wall in this scene * { * Wall.share.IsWall = IsWallKick; // set is wall state * if (IsWallKick) // if we want wall kick * Wall.share.setWall(Shoot.share._ball.transform.position); // set wall position with respect to ball position * } */ //Test autoshoot //Put Ball to the corner //yield return new WaitForEndOfFrame(); // wait for the execution of Start method of DemoShoot //GKHorizontalFlyDebug.share.OnToggle_BeGoalKeeper(true); //SwitchCamera.share.OnToggle_BeGoalKeeper(true); // Use this for initialization //Remove de dam bao camera keep duoc ball //RunAfter.removeTasks(gameObject); //De enable shoot by AI: willBeShootByUser = false, IsAIControl = false, _isShootByAI = true, _isShooting = true ShootAI.shareAI.willBeShootByUser = false; //GoalKeeperHorizontalFly.share.IsAIControl = true; //ShootAI.shareAI.willBeShootByUser = false; //SwitchCamera.share.OnToggle_BeGoalKeeper(false); ShootCorner.shareCorner.cornerReset(); RunAfter.runAfter(gameObject, () => { ShootCorner.shareCorner.cornerShoot(); }, shootAfter); // reset camera position CameraManager.share.reset(); }
private void EventShootFinish(bool isGoal, Area area) { if (isGoal) { if (_count % 2 == 0) { ++CountGoalMe; } else { ++CountGoalAi; } } ++_count; RunAfter.runAfter(gameObject, NextTurn, 2f); }
void NextTurn() { if (_count / 2 >= maxTurn) { Finalize(); } else { textCountTurn.text = (_count / 2 + 1).ToString(); Reset(); if (_count % 2 == 0) // even turn is my turn to shoot { GoalKeeperHorizontalFly.share.IsAIControl = true; SwitchCamera.share.IsFront = true; } else // odd turn is AI turn to shoot { GoalKeeperHorizontalFly.share.IsAIControl = false; SwitchCamera.share.IsFront = false; RunAfter.runAfter(gameObject, DoShootAI, 2f); } } }