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using System;
using Controllers.Player;
using UnityEngine;
using Random = UnityEngine.Random;
namespace Controllers
{
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(BoxCollider2D))]
public class AIController : MonoBehaviour
{
[SerializeField] private float speed;
[SerializeField] private Transform flipper;
[Header("Legs")]
[SerializeField] private Leg leftLeg;
[SerializeField] private Leg rightLeg;
[SerializeField] private float maxLegAngle;
[SerializeField] private float legSpeed;
[Header("References")]
[SerializeField] private GameController game;
[SerializeField] private PlayerController player;
public Rigidbody2D Rigidbody => _rigidbody != null ? _rigidbody : _rigidbody = GetComponent<Rigidbody2D>();
private Rigidbody2D _rigidbody;
private float animationStep;
public BoxCollider2D BoxCollider => _boxCollider != null ? _boxCollider : _boxCollider = GetComponent<BoxCollider2D>();
private BoxCollider2D _boxCollider;
private void Start()
{
// Try to grab (steal) the ball every n seconds.
InvokeRepeating(nameof(GrabBall), 0, 0.5f);
InvokeRepeating(nameof(ShootBall), 0, 2f);
}
private void GrabBall()
{
// Grab from the middle, and the bottom.
if (!game.player.HasBall || Random.Range(0, 100) > 70) // 30% chance of them grabbing the ball from the player.
{
game.enemy.GrabBall(transform.position);
game.enemy.GrabBall(transform.position + new Vector3(0f, BoxCollider.size.y / 2, 0f));
}
}
private void ShootBall()
{
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.
{
game.enemy.Shoot(transform);
}
}
private void Update()
{
var movement = transform.position;
if (!game.enemy.HasBall) // Move towards the ball to grab it.
{
if (Vector2.Distance(player.root.transform.position, transform.position) < 0.8f) // Repel from the player if they get too close.
{
// transform.position += new Vector3(-(player.transform.position - transform.position).normalized.x, 0, 0) * (Time.deltaTime * speed / 2f);
transform.position = new Vector2(Vector2.MoveTowards(transform.position, player.root.transform.position, -1.5f * speed * Time.deltaTime).x, transform.position.y);
}
else
{
// transform.position += new Vector3(game.ball.transform.position.x - transform.position.x, 0f, 0f).normalized * (Time.deltaTime * speed);
var direction = Vector2.MoveTowards(transform.position, game.ball.transform.position, speed * Time.deltaTime);
transform.position = new Vector2(direction.x, transform.position.y);
flipper.localScale = new Vector3((Vector2.Distance(transform.position, direction) > 0 ? -1f : 1f), 1, 1);
}
}
else // Otherwise, move toward the basket, and then once we get within range, take the shot.
{
// 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;
transform.position = new Vector2(Vector2.MoveTowards(transform.position, game.EnemyHoop.transform.position + new Vector3(targetDistance, 0, 0), speed * Time.deltaTime).x, transform.position.y);
}
movement -= transform.position;
game.enemy.Move(transform.position + new Vector3(0f, BoxCollider.size.y * 3/4, 0f));
leftLeg.top.transform.localRotation = Quaternion.Euler(0, 0, maxLegAngle * Mathf.Sin(animationStep * legSpeed));
leftLeg.bottom.transform.localRotation = Quaternion.Euler(0, 0, maxLegAngle + maxLegAngle * Mathf.Sin(animationStep * legSpeed));
rightLeg.top.transform.localRotation = Quaternion.Euler(0, 0, maxLegAngle * Mathf.Sin(animationStep * -legSpeed));
rightLeg.bottom.transform.localRotation = Quaternion.Euler(0, 0, maxLegAngle + maxLegAngle * Mathf.Sin(animationStep * -legSpeed));
animationStep += Time.deltaTime * Mathf.Abs(movement.x);
}
[Serializable]
private struct Leg
{
public GameObject top;
public GameObject bottom;
}
}
}
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