internal void Foul(string foulRule, TeamManager.TeamSide teamSide) { BeheviorText.text = foulRule; if (teamSide == TeamManager.TeamSide.Left) { animator.Play("Behevior-Foul-L"); } else { animator.Play("Behevior-Foul-R"); } }
internal void Points(int score, TeamManager.TeamSide teamSide) { if (score == 1) { BeheviorText.text = ("Score " + score + " point").ToString(); } else if (score == 0) { BeheviorText.text = "Team Switched"; } else { BeheviorText.text = ("Scores " + score + " points").ToString(); } if (teamSide == TeamManager.TeamSide.Left) { animator.Play("Behevior-Point-L"); } else { animator.Play("Behevior-Point-R"); } }
// Pretty solid Vector3[] GetFormationPositionOffsets(TeamManager.TeamSide side, int nrFormations) { Vector3[] positions = new Vector3[nrFormations]; Vector3 startPos = new Vector3(0f,0f,0f); MissionPlanner.StartLocation startLocation = MissionPlanner.StartLocation.E; switch (side) { case TeamManager.TeamSide.green: startLocation = MissionPlanner.greenStart; startPos = greenPos3D; break; case TeamManager.TeamSide.red: startPos = redPos3D; startLocation = MissionPlanner.redStart; break; } switch (startLocation) { case MissionPlanner.StartLocation.N: for (int i = 0; i < nrFormations; i++) { positions[i] = startPos + new Vector3( 20f * (float)(i-2), -15f - UnityEngine.Random.Range(-3f, 3f), 0f ); } break; case MissionPlanner.StartLocation.NE: for (int i = 0; i < nrFormations; i++) { positions[i] = startPos + new Vector3( -20f + (float)i * 20f, -(float)i * 20f, 0f ); } break; case MissionPlanner.StartLocation.E: for (int i = 0; i < nrFormations; i++) { positions[i] = startPos + new Vector3( -15f - UnityEngine.Random.Range(-3f, 3f), 20f * (float)(i - 2), 0f ); } break; case MissionPlanner.StartLocation.SE: for (int i = 0; i < nrFormations; i++) { positions[i] = startPos + new Vector3( -20f + (float)i * 20f, (float)i * 20f, 0f ); } break; case MissionPlanner.StartLocation.S: for (int i = 0; i < nrFormations; i++) { positions[i] = startPos + new Vector3( 20f * (float)(i - 2), 15f - UnityEngine.Random.Range(-3f, 3f), 0f ); } break; case MissionPlanner.StartLocation.SW: for (int i = 0; i < nrFormations; i++) { positions[i] = startPos + new Vector3( 20f - (float)i * 20f, (float)i * 15f, 0f ); } break; case MissionPlanner.StartLocation.W: for (int i = 0; i < nrFormations; i++) { positions[i] = startPos + new Vector3( 15f - UnityEngine.Random.Range(-3f, 3f), 20f * (float)(i - 2), 0f ); } break; case MissionPlanner.StartLocation.NW: for (int i = 0; i < nrFormations; i++) { positions[i] = startPos + new Vector3( 20f - (float)i * 20f, -(float)i * 15f, 0f ); } break; } //switch(MissionPlanner.) return positions; }