/** * this is the updated fucntion for the state */ public override void Excute(GameObject CallingObject) { FieldPlayer PlayerScript = CallingObject.GetComponent <FieldPlayer>(); float dot = Vector3.Dot(CallingObject.transform.right, (PlayerScript.Ball.transform.position - CallingObject.transform.position).normalized); float KickPower; //If goal keeper has ball/already a recieving player / ball behind player the chase ball if (PlayerScript.GetTeam().GetPitch().GoalKeeperHasBall() || (dot < 0)) { PlayerScript.ChangeState(CallingObject, ChaseBall.Instance()); } //If he can shoot Vector2 ShootingTarget = new Vector2(); if (PlayerScript.InShootingRange()) { if (PlayerScript.GetTeam().CanShoot(CallingObject.transform.position, out ShootingTarget, PlayerScript.MaxShootingForce, PlayerScript.ShootingConfidence)) { //Get the Target the player is aiming at Vector2 ShotTarget = PlayerScript.AddNoiseToTarget(ShootingTarget); //Get the direction of the shot Vector2 KickDir = (ShotTarget - (Vector2)PlayerScript.Ball.transform.position).normalized; //Set a kick power based on if the player is facing the ball KickPower = PlayerScript.MaxShootingForce * dot; //Add force to the ball PlayerScript.Ball.GetComponent <Football>().AddForce(KickDir * KickPower, ShotTarget, "Shooting Towards Goal"); PlayerScript.ChangeState(CallingObject, Wait.Instance()); PlayerScript.FindSupport(); return; } } KickPower = PlayerScript.PassingForce * dot; Player Reciever = null; Vector3 PassingTarget = new Vector3(); //Attempt to pass to player if (PlayerScript.IsThreatened() && PlayerScript.GetTeam().FindPass(PlayerScript, out Reciever, out PassingTarget, KickPower)) { float FacingPassingPlayerDot = Vector3.Dot(CallingObject.transform.right, (PassingTarget - CallingObject.transform.position).normalized); if (dot < 0.7f) //not facing the player { PlayerScript.FindSupport(); PlayerScript.ChangeState(CallingObject, Dribble.Instance()); return; } Vector2 PassTarget = PlayerScript.AddNoiseToTarget(PassingTarget); //TODO **** Make sure this works! ***** //Get the direction of the shot Vector2 KickDir = (PassTarget - (Vector2)PlayerScript.Ball.transform.position).normalized; //Add force to the ball PlayerScript.Ball.GetComponent <Football>().AddForce(KickDir * KickPower, PassTarget, "Passing To Player Indepentently"); //GCHandle Handle = GCHandle.Alloc(PassTarget); //System.IntPtr PositionPtr = (System.IntPtr)Handle; Dispatcher.Instance().DispatchMessage(0, CallingObject, Reciever.gameObject, PlayerMessages.ReceiveBall, PassTarget); PlayerScript.ChangeState(CallingObject, Wait.Instance()); PlayerScript.FindSupport(); return; } else { PlayerScript.FindSupport(); PlayerScript.ChangeState(CallingObject, Dribble.Instance()); } }
public override bool OnMessage(GameObject CallingObject, Message Msg) { FieldPlayer PlayerScript = CallingObject.GetComponent <FieldPlayer>(); switch (Msg.Msg) { case PlayerMessages.ReceiveBall: { //GCHandle Handle = (GCHandle)Msg.ExtraInfo; //Vector2 Pos = (Vector2)Handle.Target; Steer2D.Arrive Arr = (Steer2D.Arrive)PlayerScript.GetSteeringController().GetBehaviourByTypeName("Steer2D.Arrive"); Arr.TargetPoint = Msg.ExtraInfo; PlayerScript.ChangeState(CallingObject, ReceiveBall.Instance()); return(true); } case PlayerMessages.SupportAttacker: { if (PlayerScript.IsInState(SupportAttacker.Instance())) { return(true); } //TODO Behaviour PlayerScript.ChangeState(CallingObject, SupportAttacker.Instance()); return(true); } case PlayerMessages.Wait: { PlayerScript.ChangeState(CallingObject, Wait.Instance()); return(true); } case PlayerMessages.PassToMe: { GameObject Reciever = Msg.Sender; //If there is already a recieving player or the ball isnt in range then cant pass pall to requesting player if (PlayerScript.GetTeam().RecievingPlayer != null || !PlayerScript.BallInKickingRange()) { //Debug.Log("Can't make requested Pass"); return(true); } //TODO double check this Vector2 PassTarget = PlayerScript.AddNoiseToTarget(Reciever.gameObject.transform.position); //Get the direction of the shot Vector2 KickDir = (PassTarget - (Vector2)PlayerScript.Ball.transform.position).normalized; float dot = Vector3.Dot(CallingObject.transform.right, (PlayerScript.Ball.transform.position - CallingObject.transform.position).normalized); float KickPower = PlayerScript.PassingForce * dot; //Add force to the ball if (!PlayerScript.IsReadyForNextKick()) { return(true); } PlayerScript.Ball.GetComponent <Football>().AddForce(KickDir * KickPower, PassTarget, "Passing To Reqested Pass"); //GCHandle Handle = GCHandle.Alloc(Reciever.transform.position); //System.IntPtr PositionPtr = (System.IntPtr)Handle; Dispatcher.Instance().DispatchMessage(0, CallingObject, Reciever, PlayerMessages.ReceiveBall, PassTarget); PlayerScript.ChangeState(CallingObject, Wait.Instance()); PlayerScript.FindSupport(); return(true); } case PlayerMessages.GoHome: { PlayerScript.SetDefaultHomeRegion(); PlayerScript.ChangeState(CallingObject, ReturnToHomeRegion.Instance()); return(true); } } return(false); }