public new void RunOnePosition()
 {
     /* OGoal | AI | Ball | Player | AIGoal
      */
     if (AICheckBehaviour.FarFromBall(player, ball))
     {
         AIBasicBehaviour.Sprint(player, 1);
         if (AICheckBehaviour.CheckIfCloseToPickup(GetActivePickups(), player))
         {
             AIMovementBehaviour.LookAt(player, AICheckBehaviour.GetClosestPickup(GetActivePickups(), GetActiveCount(), player));
             AIMovementBehaviour.MoveForward(player);
         }
         else
         {
             AIMovementBehaviour.LookAt(player, opponent);
             AIBasicBehaviour.UseGun(player);
             AIMovementBehaviour.MoveTowards(player, ball);
         }
     }
     else
     {
         AIBasicBehaviour.Sprint(player, 1);
         AIGlobalBehaviour.PositionAndShoot(player, ball, goal);
     }
 }
Пример #2
0
    // Should be used as the default behaviour.
    public static void PositionAndShoot(GameObject player, GameObject ball, GameObject goal)
    {
        /* First a position of the goal is found, then player is rotated to face the ball.
         * Next distance from the player to the point from which he would be able to shoot is found.
         * Then the player is moved closer to it or uses a sword to shot at the goal. */
        AIMovementBehaviour.LookAt(player, ball);

        Vector2 goalDirection = AIDirectionBehaviour.FindPositionOf(ball, goal, 0.9f);                            // The point where player should position itself

        if (AICalculate.CalculateLengthBetween(player, ball.transform.position.x, ball.transform.position.y) < 2) // If player is close to the ball
        {
            if (AICalculate.CalculateLengthBetween(player, goalDirection.x, goalDirection.y) > 0.3)
            {
                PositionInFrontOf(player, ball, goal);
            }
            else
            {
                AIBasicBehaviour.UseSword(player);
            }
        }
        else
        {
            AIMovementBehaviour.MoveForward(player);
        }
    }
Пример #3
0
    public static void ShootInTheMiddle(GameObject player, GameObject ball, GameObject goal)
    {
        /* Same as ShootAtGoal method but this time the player kicks the towards the middle of
         * the football pitch.
         */
        Vector2 goalDirection = AIDirectionBehaviour.FindPositionOf(ball, goal, 0.9f);

        AIMovementBehaviour.LookAt(player, ball);
        if (AICalculate.CalculateLengthBetween(player, ball.transform.position.x, ball.transform.position.y) < 2) // If player is close to the ball
        {
            if (AICalculate.CalculateLengthBetween(player, goalDirection.x, goalDirection.y) > 0.3)
            {
                PositionInFrontOf(player, ball, goal);
            }
            else
            {
                AIMovementBehaviour.LookAt(player, player.transform.position.x, player.GetComponent <PlayerController>().globalSettings.stateBoundary);
                AIBasicBehaviour.UseSword(player);
            }
        }
        else
        {
            AIMovementBehaviour.MoveForward(player);
        }
    }
Пример #4
0
 public new void RunOnePosition()
 {
     /* OGoal | AI | Ball | Player | AIGoal
      */
     if (AICheckBehaviour.FarFromBall(player, ball))
     {
         if (AICheckBehaviour.CheckOpponentsHealth(opponent))
         {
             AIMovementBehaviour.LookAt(player, opponent);
             AIBasicBehaviour.UseGun(player);
         }
         else if (AICheckBehaviour.CheckIfCloseToPickup(GetActivePickups(), player))
         {
             AIMovementBehaviour.LookAt(player, AICheckBehaviour.GetClosestPickup(GetActivePickups(), GetActiveCount(), player));
             AIMovementBehaviour.MoveForward(player);
         }
         else
         {
             AIGlobalBehaviour.PositionAndShoot(player, ball, aIController.lineOfSight.GetAvailablePoint());
         }
     }
     else
     {
         AIGlobalBehaviour.PositionAndShoot(player, ball, aIController.lineOfSight.GetAvailablePoint());
     }
 }
    public new void RunZeroPosition()
    {
        /* OGoal | Ball | Player, AI | AIGoal
         */


        if (AICheckBehaviour.FarFromBall(player, ball))
        { // If far from ball
            if (aIController.lineOfSight.CheckIfWallSpotted())
            {
                AIGlobalBehaviour.ShootInTheMiddle(player, ball, goal);
            }
            else
            {
                AIGlobalBehaviour.PositionAndShoot(player, ball, aIController.lineOfSight.GetAvailablePoint());
            }
        }
        else
        {
            // If close to a pickup - move towards it

            if (aIController.lineOfSight.CheckIfBallSpotted())
            {
                AIMovementBehaviour.LookAt(player, ball);
                AIBasicBehaviour.UseGun(player);
                AIMovementBehaviour.MoveTowards(player, ball);
            }
            else if (AICheckBehaviour.CheckIfCloseToPickup(GetActivePickups(), player))
            {
                AIMovementBehaviour.LookAt(player, AICheckBehaviour.GetClosestPickup(GetActivePickups(), GetActiveCount(), player));
                AIMovementBehaviour.MoveForward(player);
            }
            else
            {
                AIGlobalBehaviour.PositionAndShoot(player, ball, aIController.lineOfSight.GetAvailablePoint());
            }
        }
    }