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Diffstat (limited to 'Assets/Scripts/Controllers/AIController.cs')
-rw-r--r--Assets/Scripts/Controllers/AIController.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/Assets/Scripts/Controllers/AIController.cs b/Assets/Scripts/Controllers/AIController.cs
index bd5fee1..9d3d77b 100644
--- a/Assets/Scripts/Controllers/AIController.cs
+++ b/Assets/Scripts/Controllers/AIController.cs
@@ -53,9 +53,9 @@ namespace Controllers
if (!game.enemy.HasBall) return;
var hoopDistance = Mathf.Abs(transform.position.x - game.EnemyHoop.transform.position.x);
var playerHoopDistance = Mathf.Abs(player.root.transform.position.x - game.EnemyHoop.transform.position.x);
- if (hoopDistance < 6f && hoopDistance > 2.5f && (Random.Range(0, 100) > 30 || playerHoopDistance > hoopDistance)) // Take the shot when in range. 70% chance he decides to if the player is standing between him and the basket.
+ if (hoopDistance < 10.5f && hoopDistance > 2.5f && (Random.Range(0, 100) > 30 || playerHoopDistance > hoopDistance)) // Take the shot when in range. 70% chance he decides to if the player is standing between him and the basket.
{
- game.enemy.Shoot(transform, 0f);
+ game.enemy.Shoot(transform, Random.Range(0.5f, 1f));
}
}
@@ -82,7 +82,7 @@ namespace Controllers
{
// How far the enemy tries to get from the hoop before shooting.
// Currently, it will try to shoot a 3pt. shot if down, but a 2pt. shot if up or tied.
- var targetDistance = game.enemy.score < game.player.score ? 5f : 3f;
+ var targetDistance = game.enemy.score < game.player.score ? 10f : 4f;
transform.position = new Vector2(Vector2.MoveTowards(transform.position, game.EnemyHoop.transform.position + new Vector3(targetDistance, 0, 0), speed * Time.deltaTime).x, transform.position.y);
}