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);
     }
 }
    public new void RunThreePosition()
    {
        /* OGoal | Player, AI | Ball | AIGoal
         */

        if (AICheckBehaviour.FarFromBall(player, ball))
        {
            AIBasicBehaviour.Sprint(player, 1);
            if (AICheckBehaviour.CheckIfCloseToOpponent(player, opponent))
            {
                AIMovementBehaviour.LookAt(player, opponent);
                AIBasicBehaviour.UseSword(player);
                AIMovementBehaviour.MoveTowards(player, ball);
            }
            else if (AICheckBehaviour.CheckOpponentsHealth(opponent))
            {
                AIMovementBehaviour.LookAt(player, opponent);
                AIBasicBehaviour.UseGun(player);
                AIMovementBehaviour.MoveTowards(player, ball);
            }
            else
            {
                AIGlobalBehaviour.PositionAndShoot(player, ball, goal);
            }
        }
        else
        {
            AIBasicBehaviour.Sprint(player, 1);
            // Move towards the ball as fast as possible.
            AIGlobalBehaviour.PositionAndShoot(player, ball, goal);
        }
    }
 public new void RunTwoPosition()
 {
     /* OGoal | Player | Ball | AI | AIGoal
      */
     if (AICheckBehaviour.FarFromBall(player, ball))
     {
         if (AICheckBehaviour.CheckIfCloseToOpponent(player, opponent))
         {
             AIMovementBehaviour.LookAt(player, opponent);
             AIBasicBehaviour.UseSword(player);
             AIMovementBehaviour.MoveTowards(player, ball);
         }
         else if (AICheckBehaviour.CheckOpponentsHealth(opponent))
         {
             AIMovementBehaviour.LookAt(player, opponent);
             AIBasicBehaviour.UseGun(player);
             AIMovementBehaviour.MoveTowards(player, ball);
         }
         else
         {
             AIMovementBehaviour.LookAt(player, ball);
             AIBasicBehaviour.UseGun(player);
             AIMovementBehaviour.MoveTowards(player, ball);
         }
     }
     else
     {
         if (AICheckBehaviour.CheckIfBallApproaching(player, ball))
         {
             AIBasicBehaviour.UseShield(player);
         }
         AIGlobalBehaviour.PositionAndShoot(player, ball, goal);
     }
 }
Пример #4
0
 public new void RunTwoPosition()
 {
     /* OGoal | Player | Ball | AI | AIGoal
      */
     if (AICheckBehaviour.FarFromBall(player, ball))
     {
         AIBasicBehaviour.Sprint(player, 1);
         if (aIController.lineOfSight.CheckIfBallSpotted())
         {
             AIMovementBehaviour.LookAt(player, ball);
             AIBasicBehaviour.UseGun(player);
             AIMovementBehaviour.MoveTowards(player, ball);
         }
         else
         {
             AIGlobalBehaviour.PositionAndShoot(player, ball, goal);
         }
     }
     else
     {
         if (AICheckBehaviour.CheckIfBallApproaching(player, ball))
         {
             AIBasicBehaviour.UseShield(player);
         }
         AIGlobalBehaviour.PositionAndShoot(player, ball, goal);
     }
 }
Пример #5
0
    public static void PositionInFrontOf(GameObject player, GameObject ball, GameObject goal)
    {
        /* This method position the player in front of the given object.
         * It is mainly used to position the player in front of the ball in such a way that the ball is
         * between the player and the goal.
         */

        Vector2 coordinates = AICalculate.FindPointBetween(player, ball, goal);

        /* Now we know what is the position of the point that the player will move towards.
         * Next we need to move the player towards that point.
         * MoveTowards does not require the player character to look in the
         * certain direction so looking and moving can be done separately.
         */
        AIMovementBehaviour.MoveTowards(player, coordinates.x, coordinates.y);
    }
 public new void RunZeroPosition()
 {
     /* OGoal | Ball | Player, AI | AIGoal
      */
     if (AICheckBehaviour.FarFromBall(player, ball))
     {
         AIBasicBehaviour.Sprint(player, 1);
         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());
         }
     }
     else
     {
         if (AICheckBehaviour.CheckIfCloseToOpponent(player, opponent))
         {
             AIMovementBehaviour.LookAt(player, opponent);
             AIBasicBehaviour.UseSword(player);
         }
         else if (AICheckBehaviour.CheckOpponentsHealth(opponent))
         {
             AIMovementBehaviour.LookAt(player, opponent);
             AIBasicBehaviour.UseGun(player);
         }
         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());
            }
        }
    }