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); } }
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); } }
public new void RunTwoPosition() { /* OGoal | Player | Ball | AI | AIGoal */ if (AICheckBehaviour.FarFromBall(player, ball)) { AIBasicBehaviour.Sprint(player, 1); AIGlobalBehaviour.PositionAndShoot(player, ball, goal); } else { if (AICheckBehaviour.CheckIfBallApproaching(player, ball)) { AIBasicBehaviour.UseShield(player); } AIGlobalBehaviour.PositionAndShoot(player, ball, goal); } }