void moveBallToClosest() { Vector3 position = ball.transform.position; o1Closest = getClosest(o1List); o2Closest = getClosest(o2List); var distance1 = (o1Closest.transform.position - position).magnitude; var distance2 = (o2Closest.transform.position - position).magnitude; if (ballCont.getVel().magnitude > 3) { return; } if (distance1 < distance2 && distance1 < 2.1f) { ball.transform.position = new Vector3(o1Closest.transform.position.x - 1.3f, o1Closest.transform.position.y, -0.1f); whoHasTheBall = Takım.RED; o1Closest.GetComponent <Rigidbody2D>().velocity = new Vector3(0, 0, 0); } else if (distance2 < 2.1f) { ball.transform.position = new Vector3(o2Closest.transform.position.x + 1.3f, o2Closest.transform.position.y, -0.1f); whoHasTheBall = Takım.BLUE; o2Closest.GetComponent <Rigidbody2D>().velocity = new Vector3(0, 0, 0); } else { //whoHasTheBall=Takım.NONE; } }
void moveTakım(Takım t, Durum d) { var list_to_use = t == Takım.RED ? o1List : o2List; var originList = t == Takım.RED ? orginList1 : orginList2; var defList = t == Takım.RED ? defList1 : defList2; var adefList = t == Takım.RED ? adefList1 : adefList2; var attackList = t == Takım.RED ? attackList1 : attackList2; var aattackList = t == Takım.RED ? aattackList1 : aattackList2; switch (d) { case Durum.ACIL_ATAK: for (int i = 0; i < list_to_use.Count; i++) { moveOneTo(list_to_use[i], aattackList[i]); } break; case Durum.ACIL_DEFANS: Debug.Log("ACIL DEFANS"); for (int i = 0; i < list_to_use.Count; i++) { moveOneTo(list_to_use[i], ball.transform.position); } break; case Durum.SAKIN: Debug.Log("SAKİN"); for (int i = 0; i < list_to_use.Count; i++) { moveOneTo(list_to_use[i], originList[i]); } break; case Durum.DEFANS: Debug.Log("DEFANS"); for (int i = 0; i < list_to_use.Count; i++) { moveOneTo(list_to_use[i], defList[i]); } break; case Durum.ATAK: for (int i = 0; i < list_to_use.Count; i++) { moveOneTo(list_to_use[i], attackList[i]); } break; } }