public PlayerDetails(AiReactionTime reaction, InputMoterMode moterMode, bool enabled, string name = "") { Name = name; Enabled = enabled; IsPlayer = GameManager.GetIsPlayer(moterMode); AiMoterMode = moterMode; aiReaction = reaction; }
public PlayerDetails(bool isPlayer = false) { Name = ""; Enabled = false; IsPlayer = isPlayer; AiMoterMode = InputMoterMode.BallOnly; aiReaction = AiReactionTime.Normal; }
public static float GetReactionTime(AiReactionTime reaction) { switch (reaction) { case AiReactionTime.Slow: return(2f); case AiReactionTime.Normal: return(1.5f); case AiReactionTime.Fast: return(1f); case AiReactionTime.Broken: return(0.5f); case AiReactionTime.Instant: return(Time.fixedTime); default: return(2f); } }
public PlayerMotorInputBase GetInputClass(InputMoterMode moterMode, AiReactionTime time) { //Check if it is a player switch (moterMode) { case InputMoterMode.PlayerOne: return(PlayerOneInput); case InputMoterMode.PlayerTwo: return(PlayerTwoInput); case InputMoterMode.PlayerThree: return(PlayerThreeInput); case InputMoterMode.PlayerFour: return(PlayerFourInput); } for (int i = 0, j = AiInputSystems.Length; i < j; i++) { if ((AiInputSystems[i].AiMoterMode == moterMode) && (AiInputSystems[i].ReactionTime == time)) { return(AiInputSystems[i]); } } return(AiInputSystems[Ran.Range(0, AiInputSystems.Length)]); }
private void GetAiReactionTimeFromDropDown(int value) { aiReactionTime = (AiReactionTime)value; }