using System; using UnityEngine; namespace Controllers { /// /// The controller for the basketball-game logic. /// public class GameController : MonoBehaviour { private State state = State.JumpBall; // A basketball game always starts with a jump ball. public Player player; public Player enemy; /// /// The single ball for the game. /// [SerializeField] public Ball ball; private void Awake() { player = new Player { isEnemy = false, controller = this }; enemy = new Player { isEnemy = true, controller = this }; ball.controller = this; } public struct Player { /// /// Whether this player is the AI-enemy. /// internal bool isEnemy; /// /// A back-reference to the containing GameController. /// internal GameController controller; private State dribble => isEnemy ? State.EnemyDribble : State.PlayerDribble; private State shoot => isEnemy ? State.EnemyShoot : State.PlayerShoot; public bool HasBall => controller.state == dribble; /// /// When dribbling, move the ball with the player. /// /// The position of the hand dribbling the ball. public void Move(Vector2 handPosition) { if (controller.state == (isEnemy ? State.EnemyDribble : State.PlayerDribble)) // Make sure they're dribbling. controller.ball.transform.position = handPosition; // TODO: Make this perform a dribbling motion, otherwise it looks like they're travelling. } /// /// Grab the ball if possible given the current game state. /// /// The position of the hand to attempt grabbing from. /// Whether or not the ball was able to be picked up. public bool GrabBall(Vector2 handPosition) { // Don't allow the ball to be picked up if someone shot it. Also don't try picking it up if we're already holding it. if (controller.state.IsShot() || controller.state == dribble) return false; // Make sure its within their grab area. if (Vector2.Distance(controller.ball.transform.position, handPosition) > 0.75f) return false; controller.state = dribble; Move(handPosition); return true; } /// /// Shoot the ball if possible. /// /// /// Whether or not the ball was shot public bool Shoot(Transform playerTransform) { if (controller.state != dribble) return false; // We must be dribbling the ball to shoot it. controller.state = shoot; controller.ball.Shoot(playerTransform); return true; } } internal void BallDropped() { state = State.Idle; } internal enum State { Idle, JumpBall, PlayerDribble, PlayerShoot, EnemyDribble, EnemyShoot, } } internal static class GameControllerStateExtensions { internal static bool IsShot(this GameController.State state) { return state == GameController.State.EnemyShoot || state == GameController.State.PlayerShoot; } internal static bool IsDribble(this GameController.State state) { return state == GameController.State.EnemyDribble || state == GameController.State.PlayerDribble; } } }