private IEnumerator WaitForCondition() { //Wait while the commande pannel is displayed to avoid issues yield return(new WaitWhile(() => PlayersTurnManager.IsCommandPhase)); GameManager gameManager = GameUtils.FetchGameManager(); //Wait an additionnal 4 second to be sure the catcher wait tat the ball gone far enough //Also check for the pannel display to be realy sure if (gameManager.AttackTeamRunnerList.Count > 1) { yield return(new WaitForSeconds(4f)); yield return(new WaitWhile(() => PlayersTurnManager.IsCommandPhase)); } //Catcher must go look for the ball PlayerActionsManager playerActionsManager = GameUtils.FetchPlayerActionsManager(); CatcherBehaviour catcherBehaviour = PlayerUtils.FetchCatcherBehaviourScript(this.gameObject); playerActionsManager.AimForTheBall(catcherBehaviour); //switch the catcher mode (mode normal, mode fielder) this.CatcherMode = ModeConstants.CATCHER_FIELDER_MODE; //Add the relevant abilities this.AddFielderAbilitiesToCatcher(this.gameObject); }
public void CatchBallAction(GameObject actionUser) { //CATCHER TURN GameObject catcher = TeamUtils.GetPlayerTeamMember(PlayerFieldPositionEnum.CATCHER, TeamUtils.GetPlayerIdFromPlayerFieldPosition(PlayerFieldPositionEnum.CATCHER)); PlayerStatus catcherStatusScript = PlayerUtils.FetchPlayerStatusScript(catcher); CatcherBehaviour genericCatcherBehaviourScript = ((CatcherBehaviour)PlayerUtils.FetchCorrespondingPlayerBehaviourScript(catcher, catcherStatusScript)); genericCatcherBehaviourScript.CalculateCatcherColliderInterraction(PitcherGameObject, ballGameObject, ballControllerScript); }
public void GenericPassAction(GameObject actionUser) { List <GameObject> fielders = PlayerUtils.GetFieldersOnField() .Where(fielder => !fielder.Equals(actionUser)) .OrderBy(fielder => Vector3.Distance(actionUser.transform.position, fielder.transform.position)) .ToList(); Action <GameObject, GameObject> finalActionsToPerform = PassBallAction; //Add an additionnal action for the pass. => go back to initial placement for the catcher. if (PlayerUtils.HasCatcherPosition(actionUser)) { CatcherBehaviour catcherBehaviour = PlayerUtils.FetchCatcherBehaviourScript(actionUser); finalActionsToPerform += catcherBehaviour.ReturnToInitialPosition; } TargetSelectionManager.EnableSelection(fielders.First().transform.position, fielders, finalActionsToPerform, actionUser); }
private void OnCollisionEnter2D(Collision2D collision) { PlayerStatus playerStatusScript = PlayerUtils.FetchPlayerStatusScript(this.gameObject); GenericPlayerBehaviour genericPlayerBehaviourScript = PlayerUtils.FetchCorrespondingPlayerBehaviourScript(this.gameObject, playerStatusScript); if (ColliderUtils.HasBallCollided(collision.collider)) { GameObject ballGameObject = collision.collider.gameObject; BallController ballControllerScript = BallUtils.FetchBallControllerScript(ballGameObject); if (PlayerUtils.HasCatcherPosition(this.gameObject) && ballControllerScript.CurrentPasser != this.gameObject) { CatcherBehaviour catcherBehaviour = (CatcherBehaviour)genericPlayerBehaviourScript; if (catcherBehaviour.CatcherMode == ModeConstants.CATCHER_FIELDER_MODE) { PlayerActionsManager.InterceptBall(ballGameObject, ballControllerScript, genericPlayerBehaviourScript); catcherBehaviour.CatcherMode = ModeConstants.CATCHER_NORMAL_MODE; this.gameObject.transform.position = FieldUtils.GetTileCenterPositionInGameWorld(FieldUtils.GetCatcherZonePosition()); catcherBehaviour.IsoRenderer.ReinitializeAnimator(); } PlayersTurnManager playersTurnManager = GameUtils.FetchPlayersTurnManager(); playersTurnManager.TurnState = TurnStateEnum.CATCHER_TURN; PlayersTurnManager.IsCommandPhase = true; } else if (PlayerUtils.HasFielderPosition(this.gameObject) && !ballControllerScript.IsPitched && ballControllerScript.CurrentPasser != this.gameObject) { ((FielderBehaviour)genericPlayerBehaviourScript).CalculateFielderColliderInterraction(ballGameObject, ballControllerScript, genericPlayerBehaviourScript); } else if (PlayerUtils.HasPitcherPosition(this.gameObject) && !ballControllerScript.IsPitched && !ballControllerScript.IsPassed && ballControllerScript.CurrentPasser != this.gameObject) { ((PitcherBehaviour)genericPlayerBehaviourScript).CalculatePitcherColliderInterraction(ballGameObject, ballControllerScript, genericPlayerBehaviourScript); } } else if (ColliderUtils.HasPlayerCollided(collision)) { if (PlayerUtils.HasFielderPosition(this.gameObject) && genericPlayerBehaviourScript.IsHoldingBall && PlayerUtils.HasRunnerPosition(collision.gameObject)) { PlayerStatus runnerToTagOutStatus = PlayerUtils.FetchPlayerStatusScript(collision.transform.gameObject); RunnerBehaviour runnerBehaviourScript = ((RunnerBehaviour)PlayerUtils.FetchCorrespondingPlayerBehaviourScript(collision.transform.gameObject, runnerToTagOutStatus)); if (!runnerBehaviourScript.IsSafe) { ((FielderBehaviour)genericPlayerBehaviourScript).TagOutRunner(collision.transform.gameObject); } else { ((FielderBehaviour)genericPlayerBehaviourScript).ReplanAction(); } } } else { if (PlayerUtils.HasRunnerPosition(this.gameObject)) { if (!ColliderUtils.IsBaseTile(collision.gameObject.name)) { return; } if (genericPlayerBehaviourScript == null) { return; } if (!genericPlayerBehaviourScript.IsPrepared) { return; } RunnerBehaviour runnerBehaviour = ((RunnerBehaviour)genericPlayerBehaviourScript); BaseEnum baseReached = runnerBehaviour.NextBase; if (baseReached == BaseEnum.HOME_BASE && runnerBehaviour.HasPassedThroughThreeFirstBases()) { //win a point automaticaly without issuing commands if arrived at home base after a complete turn runnerBehaviour.CalculateRunnerColliderInterraction(FieldUtils.GetTileEnumFromName(collision.gameObject.name), true); } else if (baseReached == BaseEnum.FIRST_BASE && runnerBehaviour.IsInWalkState) { //Walk done after 4 ball from pitcher runnerBehaviour.CalculateRunnerColliderInterraction(FieldUtils.GetTileEnumFromName(collision.gameObject.name)); PlayersTurnManager playersTurnManager = GameUtils.FetchPlayersTurnManager(); playersTurnManager.TurnState = TurnStateEnum.PITCHER_TURN; PlayersTurnManager.IsCommandPhase = true; } else if (baseReached == BaseEnum.HOME_BASE) { //automaticaly run to next base, no need for command input runnerBehaviour.CalculateRunnerColliderInterraction(FieldUtils.GetTileEnumFromName(collision.gameObject.name)); runnerBehaviour.GoToNextBase(baseReached, true); } else { //Runner next turn runnerBehaviour.CalculateRunnerColliderInterraction(FieldUtils.GetTileEnumFromName(collision.gameObject.name), true); } } } }