public new void Run() { int position = AIHelperMethods.GetPositionStatus(player, opponent, ball, goal); switch (position) { case -1: RunDefault(); break; case 0: RunZeroPosition(); break; case 1: RunOnePosition(); break; case 2: RunTwoPosition(); break; case 3: RunThreePosition(); break; } }
public new void Run() { /* If the ball is in the corner, move it in the middle so a shot can be taken * easily. First calculate the point where the ball cannot * be shot at the goal, and then push it back to the middle. * If the ball is ready, shoot it at the goal. */ int position = AIHelperMethods.GetPositionStatus(player, opponent, ball, goal); switch (position) { case -1: RunDefault(); break; case 0: RunZeroPosition(); break; case 1: RunOnePosition(); break; case 2: RunTwoPosition(); break; case 3: RunThreePosition(); break; } }
void Update() { if (!AIHelperMethods.HasArrived(agent)) { animator.SetFloat("Speed", AIHelperMethods.GetCurrentAgentSpeed(aiController, agent)); } else { animator.SetFloat("Speed", 0f); } }
void Update() { if (!AIHelperMethods.HasArrived(agent)) { animator.SetFloat("Speed", AIHelperMethods.GetCurrentAgentSpeed(pc, agent)); } else { animator.SetFloat("Speed", 0f); } animator.SetBool("Firing", pi.Firing); animator.SetBool("Reloading", pi.Reloading); }
public new void Run() { /* if the ball is not in between this player and the opposite goal * position in front of the goal to block the other player from scoring a goal * * if this player is not close to a goal and the ball is in front of the goal, * and if shooting the ball would not cause it to score a goal for the opposite team, shoot it * * if the ball is close to the player, use sword to kick it away * if the ball is further away, shoot it * * if the ball is on the side and there is a pickup available close, pick it up * the lower the health / stamina points - the more likely it is for this player get a pickup * * shoot the player of opposite if he has a low hp and this player is blocking the goal * * use shield to block the goal * * if the ball is approaching (check velocity etc.) use shield to block it * */ int position = AIHelperMethods.GetPositionStatus(player, opponent, ball, goal); switch (position) { case -1: RunDefault(); break; case 0: RunZeroPosition(); break; case 1: RunOnePosition(); break; case 2: RunTwoPosition(); break; case 3: RunThreePosition(); break; } }
private bool CanReload() { return(AIHelperMethods.GetCurrentAgentSpeed(this, agent) == 0); }