コード例 #1
0
    // Update is called once per frame
    void Update()
    {
        Stamina.Update();

        if (Input.GetKeyDown(KeyCode.A))
        {
            Stamina.AddCurrentValue(100);
        }
        else if (Input.GetKeyDown(KeyCode.S))
        {
            Stamina.SubCurrentValue(100);
        }
        else if (Input.GetKeyDown(KeyCode.Space))
        {
            Stamina.TriggerCooldown();
        }
    }
コード例 #2
0
    private void Handle_FollowBallState()
    {
        //Indo atraz da bola se estiver perto
        bool isBallNear  = Player.IsBallMostNear();
        bool teamHasBall = Player.IsBallfromMyTeam();

        if (isBallNear == false || teamHasBall == true || Player.IsMyBall() || Player.IsSelected())
        {
            Stop();
            aiState = SoccerAIState.nothing;
            return;
        }

        Vector3 ballPosition = BallController.GetPosition();

        ballPosition.y = Player.transform.position.y;

        //Rasteira ou acao secundaria
        PlayerController enemyforward;
        SkillVar         skill = Player.GetSkill_BasicActionTwo();

        if (Player.IsHitForwad(0.5f, out enemyforward, Player.GetCampTeam().Enemy()))
        {
            if (skill.IsReady)
            {
                motionType = LocomotionType.normal;
                if (Locomotion.TriggerPass())
                {
                    skill.TriggerCooldown();
                }
            }
        }

        Vector2 move = Locomotion.GetDirectionAI();

        Direction = move.x;
        Speed     = move.y;
        Agent.SetDestination(ballPosition);
    }
コード例 #3
0
 //Ativamos a canvas e o icone de injuried para que seja apresentado visualmente o cooldown
 private void OnTripingStar()
 {
     canvas.gameObject.SetActive(true);
     injuried.panel.gameObject.SetActive(true);
     injuried.TriggerCooldown();
 }
コード例 #4
0
    void Update()
    {
        if (player == null)
        {
            return;
        }

        //Seleciona outro jogador manual mais proximo se eu estiver muito longe da bola
        if (player.GetCampTeam().GetSelectionMode() == GameOptionMode.automatric &&
            player.GetCampTeam().HasPlayerOk() &&
            !player.Locomotion.inHoldTug &&
            !player.Locomotion.isJoint &&
            playerToPass == null)
        {
            timeToSelect += Time.deltaTime;
            if (timeToSelect > 1.5f)
            {
                if (player.Distance(BallController.GetPosition()) > 3.5f || player.isOk == false) //Procurando jogador mais proximo
                {
                    PlayerController nearBall = GameManager.instance.GetPlayerNearBall(player.GetCampTeam());
                    if (nearBall != player)
                    {
                        speed = 0;
                        dir   = 0;

                        nearBall.SelectME();
                        timeToSelect = 0.0f;
                        return;
                    }
                }
            }
        }

        //Loockat na bola se estiver em strafe
        if (locomotion.inStrafe)
        {
            locomotion.ResetSpeedMultiples();
            Vector3 ballposition = BallController.GetPosition();
            ballposition.y = transform.position.y;
            transform.LookAt(ballposition);
        }

        //Gerenciamento de stamina
        if (locomotion.inSoccer)
        {
            SkillVar stamina = player.GetSkill_Stamina();
            stamina.mode = SkillVarMode.autoSubtract;
            if (stamina.IsMin || player.isOk == false)
            {
                player.GetSkill_Stamina().mode = SkillVarMode.autoRegen;
                locomotion.ResetSpeedMultiples();
                player.SetMotionNormal();
            }
        }

        //Para ações manuais se estiver tropeçando
        if (player.Locomotion.inStumble)//Tropeçando
        {
            locomotion.ResetSpeedMultiples();
            speed = 0;
            dir   = 0;
            return;
        }

        //Solicita avoid dos aliados a frente
        if (player.IsMyBall())
        {
            PlayerController allyBtw = null;
            if (player.IsHitForwad(5.5f, out allyBtw, player.GetCampTeam()))
            {
                if (allyBtw.IsLookAt(player))
                {
                    Vector3 origim  = allyBtw.transform.position + (-allyBtw.transform.forward * 4.5f);
                    Vector3 freePos = locomotion.GetRandomNavCircle(origim, 4.5f);
                    allyBtw.GetComponent <AIController>().GoToPosition(freePos, BallController.instance.transform);
                }
            }
        }

        //Se houver um jogador selecionado para o passe de bola vou esperar ficar distante que o jogador efetue alguma ação difernte de se mover
        //para remover a seleção do jogador a passar a bola
        if (playerToPass != null)
        {
            if (playerToPass.Distance(player) > 11.5f)
            {
                playerToPass = null;
                GameManager.instance.ResetIndicator();
            }
        }


        Vector2 move = locomotion.GetDirectionAxis1();

        dir   = move.x;
        speed = move.y;


        //Fill kick power amount
        if (ControllerInput.GetButtonDown(player.GetInputType(), player.GetInputs().Input_Kick))
        {
            //Fill kick power or fill action2 power
            SkillVar skillKick = player.GetSkill_BasicKick();


            if (player.IsMyBall())
            {
                skillKick.SetToggle();

                if (skillKick.IsReady)
                {
                    skillKick.mode = SkillVarMode.autoRegen;
                }
            }

            playerToPass = null;
            GameManager.instance.ResetIndicator();
        }
        //Kick ball
        if (ControllerInput.GetButtonUp(player.GetInputType(), player.GetInputs().Input_Kick))
        {
            //Fill kick power if is myBall
            SkillVar skillKick = player.GetSkill_BasicKick();
            locomotion.ResetHoldTugAnimator();

            if (player.IsMyBall() && skillKick.isToggle)
            {
                if (skillKick.IsReady)
                {
                    if (locomotion.TriggerKick())
                    {
                        skillKick.TriggerCooldown();
                    }
                }
            }

            skillKick.mode = SkillVarMode.nothing;
            skillKick.SetCurrentValue(0);
            skillKick.ResetTogle();

            playerToPass = null;
            GameManager.instance.ResetIndicator();
        }

        //Soccer Motion
        if (ControllerInput.GetButton(player.GetInputType(), player.GetInputs().Input_Stamina))
        {
            SkillVar Stamina = player.GetSkill_Stamina();

            if (Stamina.IsCritical == false && player.isOk)
            {
                // playerToPass = null;
                //  GameManager.instance.ResetIndicator();
                player.SetMotionSoccer();
                player.Locomotion.SetSpeedMultiplies(1.2f);
            }
        }
        if (ControllerInput.GetButtonUp(player.GetInputType(), player.GetInputs().Input_Stamina))
        {
            // playerToPass = null;
            // GameManager.instance.ResetIndicator();
            player.Locomotion.ResetSpeedMultiples();
            player.SetMotionNormal();
            player.GetSkill_Stamina().mode = SkillVarMode.autoRegen;
        }

        //Strafe Motion
        if (ControllerInput.GetButtonDown(player.GetInputType(), player.GetInputs().Input_Strafe))
        {
            // playerToPass = null;
            //  GameManager.instance.ResetIndicator();
            player.SetMotionStrafe();
            player.Locomotion.SetSpeedMultiplies(1.2f);
        }
        if (ControllerInput.GetButtonUp(player.GetInputType(), player.GetInputs().Input_Strafe))
        {
            // playerToPass = null;
            // GameManager.instance.ResetIndicator();
            player.Locomotion.ResetSpeedMultiples();
            player.SetMotionNormal();
        }

        //Seleção para passe de bola
        if (ControllerInput.GetButton(player.GetInputType(), player.GetInputs().Input_Pass))
        {
            if (player.IsMyBall() == true && locomotion.inNormal)
            {
                Vector3 mdirection = transform.forward;
                List <PlayerController> players = player.GetPlayersNear(10.5f);

                if (players.Count > 0)
                {
                    PlayerController target = players.MinAngle(player, mdirection);
                    playerToPass = target;
                    GameManager.instance.IndicatePlayer(playerToPass);
                }
            }
        }
        //Rasteira
        if (ControllerInput.GetButtonDown(player.GetInputType(), player.GetInputs().Input_Pass))
        {
            if (player.IsMyBall() == false && locomotion.inNormal)
            {
                SkillVar skilltrack = player.GetSkill_BasicActionTwo();
                if (skilltrack.IsReady)
                {
                    if (locomotion.TriggerActionTwo())
                    {
                        skilltrack.TriggerCooldown();
                    }
                }
            }
        }

        //Passe de bola
        if (ControllerInput.GetButtonUp(player.GetInputType(), player.GetInputs().Input_Pass))
        {
            //playerToPass = null;
            //GameManager.instance.ResetIndicator();
            SkillVar skillPass = player.GetSkill_BasicPass();
            if (skillPass.IsReady && player.IsMyBall())
            {
                if (locomotion.inNormal)
                {
                    if (locomotion.TriggerPass())
                    {
                        skillPass.TriggerCooldown();
                    }
                    else
                    {
                        playerToPass = null;
                        GameManager.instance.ResetIndicator();
                    }
                }
            }
            else
            {
                playerToPass = null;
                GameManager.instance.ResetIndicator();
            }
        }

        //JUMP
        if (ControllerInput.GetButtonDown(player.GetInputType(), player.GetInputs().Input_Jump))
        {
            locomotion.jump = true;
        }
        if (ControllerInput.GetButtonUp(player.GetInputType(), player.GetInputs().Input_Jump))
        {
            locomotion.jump = false;
        }
    }
コード例 #5
0
    private void Handle_FollowBallState()
    {
        //Corre atraz da bola se ela estiver a uma distancia aceitavel ou procura um jogador mais proximo
        //enquanto continua indo atraz da bola.
        //Ação finalizada se: Jogador deixar de estar selecionado ou pegar a bola

        if (Player.IsMyBall() || !Player.IsSelected())
        {
            Stop();
            aiState = SoccerAIState.nothing;
            return;
        }


        Vector3        goTotarget   = BallController.GetPosition();
        BallController ball         = BallController.instance;
        float          balldistance = ball.transform.Distance(Player.transform);


        //Ativa movimento soccer se tiver stamina e estiver muito longe da bola

        if (balldistance > 5.0f && Player.isOk)
        {
            if (Player.GetSkill_Stamina().IsCritical == false)
            {
                motionType = LocomotionType.soccer;
            }
            else if (Player.GetSkill_Stamina().IsMin)
            {
                motionType = LocomotionType.normal;
            }
        }
        else
        {
            motionType = LocomotionType.normal;
        }


        SkillVar skillTug  = Player.GetSkill_BasicActionOne();
        SkillVar skillTrak = Player.GetSkill_BasicActionTwo();

        //Ação Rasteira
        if (skillTrak.IsReady && Player.Locomotion.isJoint == false)
        {
            //Rasteira ou acao secundaria de poce de bola
            PlayerController enemyforward;

            if (Player.IsHitForwad(0.2f, out enemyforward, Player.GetCampTeam().Enemy()))
            {
                motionType = LocomotionType.normal;
                if (Locomotion.TriggerActionTwo())
                {
                    skillTrak.TriggerCooldown();
                }
            }
        }

        //Ação TugOfWar
        if (!skillTrak.IsReady && skillTug.IsReady && Player.Locomotion.isJoint == false)
        {
            PlayerController enemy = Player.GetEnemyNear();
            if (enemy != null)
            {
                if (enemy.Distance(Player) <= 1.5f && enemy.IsMyBall())
                {
                    Player.Locomotion.SetHoldTugAnimator();
                }
                else
                {
                    Player.Locomotion.ResetHoldTugAnimator();
                }
            }
        }
        else if (Player.Locomotion.isJoint)
        {
            Player.Locomotion.ResetHoldTugAnimator();
            goTotarget = Player.GetEnemyGoalPosition().position;

            if (skillTug.IsMax || Locomotion.JoitedPlayer.IsMyBall() == false)
            {
                skillTug.TriggerCooldown();
                skillTug.SetCurrentValue(0);
                Player.GetTugOfWar().RemoveJoint();
            }
        }
        //Verifica a distancia da bola, se estiver muito longe procuro outor jogador mais proximo para selecionar
        if (Player.GetCampTeam().GetSelectionMode() == GameOptionMode.automatric &&
            Player.GetCampTeam().HasPlayerOk() &&
            !Player.Locomotion.isJoint)
        {
            timeToSelect += Time.deltaTime;
            if (timeToSelect > 1.5f)
            {
                if (balldistance > 3.5f || Player.isOk == false) //Procurando jogador mais proximo
                {
                    PlayerController nearBall = GameManager.instance.GetPlayerNearBall(Player.GetCampTeam());
                    if (nearBall != Player)
                    {
                        nearBall.SelectME();
                        timeToSelect = 0.0f;
                    }
                }
            }
        }


        //Corre atraz do trajeto
        Agent.SetDestination(goTotarget);

        Vector2 move = Locomotion.GetDirectionAI();

        Speed     = move.y;
        Direction = move.x;
    }
コード例 #6
0
    // Update is called once per frame
    void Update()
    {
        SmootIKWeight();

        PlayerController mnPlayer;

        mnPlayer = player.GetPlayerNear();

        //Estica maos para o jogaodr mais proximo
        HandleHandsTo(mnPlayer);

        if (jointPlayer)
        {
            if (!player.isOk ||
                player.Locomotion.inStumble ||
                player.Locomotion.inTrack ||
                player.IsMyBall() ||
                !jointPlayer.isOk ||
                !player.GetSkill_BasicActionOne().IsReady

                )
            {
                RemoveJoint();
            }
        }
        else if (player.Locomotion.inHoldTug)
        {
            if (mnPlayer != null && !player.Locomotion.inAir && player.isOk && !mnPlayer.IsMyTeaM(player))
            {
                float dist = mnPlayer.Distance(player);
                if (dist <= tugWarDistance && dist > 0.5f && mnPlayer.isOk && !mnPlayer.Locomotion.inAir)
                {
                    //JOINT
                    player.Locomotion.JointTo(mnPlayer);
                    jointPlayer = mnPlayer;
                    jointPlayer.GetAnimatorEvents().OnChangeDirStart += EnemyOnChangeDir;
                }
            }
        }

        //CONTROLE MANUAL
        if (!player.IsIA)
        {
            if (player.IsMyBall() || player.isOk == false)
            {
                if (player.Locomotion.inHoldTug)
                {
                    player.Locomotion.ResetHoldTugAnimator();
                }
                player.GetSkill_BasicActionOne().mode = SkillVarMode.autoSubtract;
                return;
            }

            if (ControllerInput.GetButton(player.GetInputType(), player.GetInputs().Input_Kick) && player.isOk)
            {
                SkillVar skilltug = player.GetSkill_BasicActionOne();
                skilltug.SetToggle();


                if (skilltug.IsMax)
                {
                    skilltug.TriggerCooldown();
                }

                if (skilltug.IsReady)
                {
                    skilltug.mode = SkillVarMode.autoRegen;
                    if (jointPlayer == null)
                    {
                        player.Locomotion.SetHoldTugAnimator();
                    }
                    else
                    {
                        player.Locomotion.ResetHoldTugAnimator();
                    }
                }
                else
                {
                    skilltug.SetCurrentValue(0);
                    skilltug.mode = SkillVarMode.nothing;
                    player.Locomotion.ResetHoldTugAnimator();
                }
            }

            if (ControllerInput.GetButtonUp(player.GetInputType(), player.GetInputs().Input_Kick))
            {
                SkillVar skilltug = player.GetSkill_BasicActionOne();
                if (skilltug.isToggle == false)
                {
                    return;
                }

                skilltug.mode = SkillVarMode.autoSubtract;
                player.Locomotion.ResetHoldTugAnimator();
                skilltug.ResetTogle();

                if (skilltug.IsReady)
                {
                    RemoveJoint();
                }
            }
        }
    }