名为`distanceball'的Alocal变量不能在此范围内声明,因为它会给`distanceball'赋予不同的含义,'distanceball'已在'child'范围内用于表示其他内容 [英] Alocal variable named `distanceball' cannot be declared in this scope because it would give a different meaning to `distanceball' which is already used in a `child' scope todenote something else

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本文介绍了名为`distanceball'的Alocal变量不能在此范围内声明,因为它会给`distanceball'赋予不同的含义,'distanceball'已在'child'范围内用于表示其他内容的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

使用UnityEngine

; 
使用System;
使用System.Collections;
公共类Player_Script:MonoBehaviour {

//玩家名称
公共字符串名称;
public TypePlayer type = TypePlayer.DEFENDER;
公共浮动速度= 1.0f;
公共浮动强= 1.0f;
public float Control = 1.0f;


private const float STAMINA_DIVIDER = 64.0f;
private const float STAMINA_MIN = 0.5f;
private const float STAMINA_MAX = 1.0f;


public enum TypePlayer {
DEFENDER,
MIDDLER,
ATTACKER
};

public Vector3 actualVelocityPlayer;
private Vector3 oldVelocityPlayer;
public Sphere sphere;
私人GameObject []玩家;
private GameObject [] oponents;
public Vector3 initialPosition;
private float inputSteer;
private const float initialDisplacement = 20.0f;
public Transform goalPosition;
public Transform headTransform;
[HideInInspector]
public bool temporallyUnselectable = true;
[HideInInspector]
public float timeToBeSelectable = 1.0f;
public float maxDistanceFromPosition = 20.0f;

public enum Player_State {
RESTING,
GO_ORIGIN,
控制,
通过,
拍卖,
MOVE_AUTOMATIC,
ONE_STEP_BACK,
STOLE_BALL,
OPONENT_ATTACK,
PICK_BALL,
CHANGE_DIRECTION,
SAQUE_BANDA,
SAQUE_CORNER
};

public Player_State state;
公共材料material_bound;
private float timeToRemove = 3.0f;
private float timeToPass = 1.0f;

// squeleton层次结构中玩家的手牌
public Transform hand_bone;

public InGameState_Script inGame;

public Texture barTexture;
public Texture barStaminaTexture;
private int barPosition = 0;
私人Quaternion initialRotation;

public float stamina = 64.0f;
void Awake(){
animation.Stop();
state = Player_State.MOVE_AUTOMATIC;
}



void Start(){

//随机改变玩家大小以获得不同的外观
/ / transform.localScale = new Vector3(UnityEngine.Random.Range(0.9F,1.1F),UnityEngine.Random.Range(0.9F,1.1F),UnityEngine.Random.Range(0.9F,1.1F));
players = GameObject.FindGameObjectsWithTag(PlayerTeam1);
oponents = GameObject.FindGameObjectsWithTag(OponentTeam);

if(gameObject.tag ==PlayerTeam1)
initialPosition = new Vector3(transform.position.x,transform.position.y,transform.position.z + initialDisplacement);

if(gameObject.tag ==OponentTeam)
initialPosition = new Vector3(transform.position.x,transform.position.y,transform.position.z-initialDisplacement);

//设置动画速度以适应完美动作
animation [retroceder_bucle]。speed = 1.5f;
animation [arranque]。speed = 1.0f;
animation [arranque_balon]。speed = 1.0f;
animation [corriendo]。speed = 1.2f;
animation [correr_balon]。speed = 1.0f;
animation [pase]。speed = 1.8f;
animation [reposo]。speed = 1.0f;
animation [cambio_sentido]。speed = 1.3f;

动画[entrada]。速度= 1.2f;
// para el movimiento de la cabeza de los jugadores

animation.Play(reposo);

initialRotation = transform.rotation * headTransform.rotation;
}


//控制实际玩家
void Case_Controlling(){

if(sphere.inputPlayer == gameObject){


if(sphere.fVertical!= 0.0f || sphere.fHorizo​​ntal!= 0.0f){

oldVelocityPlayer = actualVelocityPlayer;

Vector3 right = inGame.transform.right;
Vector3 forward = inGame.transform.forward;

right * = sphere.fHorizo​​ntal;
forward * = sphere.fVertical;

Vector3 target = transform.position + right + forward;
target.y = transform.position.y;

float speedForAnimation = 5.0f;

//如果是Ball的所有者....
if(sphere.owner == gameObject){

if(animation.IsPlaying(reposo) )){
animation.Play(arranque_balon);
speedForAnimation = 1.0f;
}

if(animation.IsPlaying(arranque_balon)== false)
animation.Play(correr_balon);

}
else {

if(animation.IsPlaying(reposo)){
animation.Play(arranque);
speedForAnimation = 1.0f;
}

if(animation.IsPlaying(arranque)== false)
animation.Play(corriendo);

}


transform.LookAt(target);
float staminaTemp = Mathf.Clamp((stamina / STAMINA_DIVIDER),STAMINA_MIN,STAMINA_MAX);
actualVelocityPlayer = transform.forward * speedForAnimation * Time.deltaTime * staminaTemp * Speed;
transform.position + = actualVelocityPlayer;


//如果获得玩家更改动画的根本不同方向...
float dotp = Vector3.Dot(oldVelocityPlayer.normalized,actualVelocityPlayer.normalized);

if(dotp< 0.0f&& sphere.owner == gameObject){

animation.Play(cambio_sentido);
state = Player_State.CHANGE_DIRECTION;
transform.forward = -transform.forward;
sphere.owner = null;
gameObject.GetComponent< CapsuleCollider>()。enabled = false;
sphere.gameObject.GetComponent< Rigidbody>()。AddForce(-transform.forward.x * 1500.0f,-transform.forward.y * 1500.0f,-transform.forward.z * 1500.0f);
}


}其他{

animation.Play(reposo);
}


//传递
if(sphere.bPassButton&& sphere.owner == gameObject){
animation.Play( PASE);
timeToBeSelectable = 2.0f;
state = Player_State.PASSING;
sphere.pressiPhonePassButton = false;
}

//拍摄
if(sphere.bShootButtonFinished&& sphere.owner == gameObject){
animation.Play(tiro);
timeToBeSelectable = 2.0f;
state = Player_State.SHOOTING;
sphere.pressiPhoneShootButton = false;
sphere.bShootButtonFinished = false;
}



} else {

state = Player_State.MOVE_AUTOMATIC;

}

}

bool NoOneInFront(GameObject [] team_players){


foreach(GameObject go in team_players){

Vector3 relativePos = transform.InverseTransformPoint(go.transform.position);

if(relativePos.z> 0.0f)
返回true;
}

返回false;

}


// NPC控制
void Case_Oponent_Attack(){

actualVelocityPlayer = transform.forward * 5.0f * Time.deltaTime;
animation.Play(correr_balon);
Vector3 RelativeWaypointPosition = transform.InverseTransformPoint(goalPosition.position);
inputSteer = RelativeWaypointPosition.x / RelativeWaypointPosition.magnitude;
transform.Rotate(0,inputSteer * 10.0f,0);
float staminaTemp = Mathf.Clamp((stamina / STAMINA_DIVIDER),STAMINA_MIN,STAMINA_MAX);
transform.position + = transform.forward * 4.0f * Time.deltaTime * staminaTemp * Speed;

timeToPass - = Time.deltaTime;

if(timeToPass< 0.0f&& NoOneInFront(oponents)){
timeToPass = UnityEngine.Random.Range(1.0f,5.0f);
state = Player_State.PASSING;
animation.Play(pase);
timeToBeSelectable = 1.0f;
temporallyUnselectable = true;
}

浮动距离=(goalPosition.position - transform.position).magnitude;
Vector3 relative = transform.InverseTransformPoint(goalPosition.position);

if(距离< 20.0f&& relative.z> 0){

state = Player_State.SHOOTING;
animation.Play(tiro);
timeToBeSelectable = 1.0f;
temporallyUnselectable = true;

}

}

void LateUpdate(){


Vector3 relativePos = transform.InverseTransformPoint( sphere.gameObject.transform.position);


if(relativePos.z> 0.0f){

Quaternion lookRotation = Quaternion.LookRotation(sphere.transform.position + new Vector3(0,1.0) f,0) - headTransform.position);
headTransform.rotation = lookRotation * initialRotation;
headTransform.eulerAngles = new Vector3(headTransform.eulerAngles.x,headTransform.eulerAngles.y,-90.0f);

}

}

void Update(){

stamina + = 2.0f * Time.deltaTime;


stamina = Mathf.Clamp(stamina,1,64);
switch(state){


case Player_State.SAQUE_BANDA:

break;

case Player_State.SAQUE_CORNER:

break;

case Player_State.CHANGE_DIRECTION:

if(!animation.IsPlaying(cambio_sentido)){
gameObject.GetComponent< CapsuleCollider>()。enabled = true ;
transform.forward = -transform.forward;
animation.Play(reposo);
state = Player_State.CONTROLLING;
}


休息;


case Player_State.CONTROLLING:

if(gameObject.tag ==PlayerTeam1)
Case_Controlling();
休息;

case Player_State.OPONENT_ATTACK:

Case_Oponent_Attack();

休息;


case Player_State.PICK_BALL:
transform.position + = transform.forward * Time.deltaTime * 5.0f;

if(animation.IsPlaying(entrada)== false){

if(gameObject.tag ==OponentTeam)
state = Player_State。 OPONENT_ATTACK;
else
state = Player_State.MOVE_AUTOMATIC;

}

休息;


case Player_State.SHOOTING:

if(animation.IsPlaying(tiro)== false)
state = Player_State.MOVE_AUTOMATIC;


if(animation [tiro]。normalizedTime> 0.2f&& sphere.owner == this.gameObject){
state = Player_State.MOVE_AUTOMATIC;
sphere.owner = null;
if(gameObject.tag ==PlayerTeam1){
sphere.gameObject.GetComponent< Rigidbody>()。velocity = new Vector3(transform.forward.x * 30.0f,5.0f,transform。 forward.z * 30.0f);
barPosition = 0;
}
else {

float valueRndY = UnityEngine.Random.Range(4.0f,10.0f);
sphere.gameObject.GetComponent< Rigidbody>()。velocity = new Vector3(transform.forward.x * 30.0f,valueRndY,transform.forward.z * 30.0f);
}

}
休息;

case Player_State.PASSING:

if(animation.IsPlaying(pase)== false)
state = Player_State.MOVE_AUTOMATIC;


if(animation [pase]。normalizedTime> 0.3f&& sphere.owner == this.gameObject){
sphere.owner = null;

GameObject bestCandidatePlayer = null;
float bestCandidateCoord = 1000.0f;


if(gameObject.tag ==PlayerTeam1){

foreach(GameObject go in players){

if( go!= gameObject){
Vector3 relativePos = transform.InverseTransformPoint(new Vector3(go.transform.position.x,go.transform.position.y,go.transform.position.z));

浮动幅度= relativePos.magnitude;
float direction = Mathf.Abs(relativePos.x);

if(relativePos.z> 0.0f&& direction< 5.0f&& magnitude< 15.0f&&(direction< bestCandidateCoord)){
bestCandidateCoord = direction;
bestCandidatePlayer = go;

}
}

}

}其他{

foreach(GameObject go in oponents){

if(go!= gameObject){
Vector3 relativePos = transform.InverseTransformPoint(new Vector3(go.transform.position.x,go.transform.position.y,go.transform。 position.z));

浮动幅度= relativePos.magnitude;
float direction = Mathf.Abs(relativePos.x);

if(relativePos.z> 0.0f&& direction< 15.0f&&(magnitude + direction< bestCandidateCoord)){
bestCandidateCoord = magnitude + direction;
bestCandidatePlayer = go;
}

}

}

}




if(bestCandidateCoord!= 1000.0f){

sphere.inputPlayer = bestCandidatePlayer;
Vector3 directionBall =(bestCandidatePlayer.transform.position - transform.position).normalized;
float distanceBall =(bestCandidatePlayer.transform.position - transform.position).magnitude * 1.4f;
distanceBall = Mathf.Clamp(distanceBall,15.0f,40.0f);
sphere.gameObject.GetComponent< Rigidbody>()。velocity = new Vector3(directionBall.x * distanceBall,distanceBall / 5.0f,directionBall.z * distanceBall);

} else {
//如果没有找到候选人只是向前扔球......
sphere.gameObject.GetComponent< Rigidbody>()。velocity = transform。进* 20.0f;

}



}
break;
case Player_State.GO_ORIGIN:

animation.Play(corriendo);
//现在我们只是找到汽车变换中航点的相对位置,
//我们可以确定航点的左右两边。
Vector3 RelativeWaypointPosition = transform.InverseTransformPoint(new Vector3(
initialPosition.x,
initialPosition.y,
initialPosition.z));

//通过将水平位置除以幅度,我们得到转弯角度的十进制百分比,我们可以用来驱动车轮
inputSteer = RelativeWaypointPosition.x / RelativeWaypointPosition.magnitude;

if(inputSteer == 0&& RelativeWaypointPosition.z< 0)
inputSteer = 10.0f;

transform.Rotate(0,inputSteer * 10.0f,0);
float staminaTemp = Mathf.Clamp((stamina / STAMINA_DIVIDER),STAMINA_MIN,STAMINA_MAX);
transform.position + = transform.forward * 3.0f * Time.deltaTime * staminaTemp * Speed; transform.position + = transform.forward * 3.0f * Time.deltaTime;

if(RelativeWaypointPosition.magnitude< 1.0f){
state = Player_State.MOVE_AUTOMATIC;
}


休息;

case Player_State.MOVE_AUTOMATIC:

timeToRemove + = Time.deltaTime;
浮点距离=(transform.position - initialPosition).magnitude;

//知道球和球员的距离
float distanceBall =(transform.position - sphere.transform.position).magnitude;

//如果我们超出了我们玩家的界限,我们会回到初始位置
if(距离> maxDistanceFromPosition){

Vector3 ball = sphere。 transform.position;
Vector3 direction =(ball - transform.position).normalized;

Vector3 RelativeWaypointP = transform.InverseTransformPoint(new Vector3(
initialPosition.x,
initialPosition.y,
initialPosition.z));


inputSteer = RelativeWaypointP.x / RelativeWaypointP.magnitude;


if(inputSteer == 0&& RelativeWaypointP.z< 0)
inputSteer = 10.0f;

transform.Rotate(0,inputSteer * 20.0f,0);
animation.Play(corriendo);
float staminaTemp2 = Mathf.Clamp((stamina / STAMINA_DIVIDER),STAMINA_MIN,STAMINA_MAX);
transform.position + = transform.forward * 5.5f * Time.deltaTime * staminaTemp2 * Speed;

} //如果不是我们去Ball ...
else {

Vector3 ball = sphere.transform.position;
Vector3 direction =(ball - transform.position).normalized;
Vector3 posFinal = initialPosition +(direction * maxDistanceFromPosition);

Vector3 RelativeWaypointP = new Vector3(posFinal.x,posFinal.y,posFinal.z);

//转到球位....
if(distanceBall> 5.0f){
RelativeWaypointP = transform.InverseTransformPoint(new Vector3(
posFinal。 x,
posFinal.y,
posFinal.z));

}否则if(distanceBall< 5.0f&& distanceBall> 2.0f){

//如果我们小于5米的球我们停止
RelativeWaypointP = transform.InverseTransformPoint(new Vector3(
transform.position.x,
transform.position.y,
transform.position.z));

//如果我们离得太近,我们回去看特殊动画
}否则如果(distanceBall< 2.0f){

animation.Play(retroceder_bucle );
state = Player_State.ONE_STEP_BACK;
休息;

}

inputSteer = RelativeWaypointP.x / RelativeWaypointP.magnitude;

if(inputSteer == 0&& RelativeWaypointP.z< 0)
inputSteer = 10.0f;

if(inputSteer> 0.0f)
transform.Rotate(0,inputSteer * 20.0f,0);


//这只是检查玩家的位置是否足够接近。
if(RelativeWaypointP.magnitude< 1.5f){

transform.LookAt(new Vector3(sphere.GetComponent< Transform>()。position.x,transform.position.y,sphere .GetComponent< Transform>()。position.z));
animation.Play(reposo);
timeToRemove = 0.0f;

} else {


if(timeToRemove> 1.0f){
animation.Play(corriendo);
staminaTemp = Mathf.Clamp((stamina / STAMINA_DIVIDER),STAMINA_MIN,STAMINA_MAX);
transform.position + = transform.forward * 5.5f * Time.deltaTime * staminaTemp * Speed;
}
}


}

break;



case Player_State.RESTING:

transform.LookAt(new Vector3(sphere.GetComponent< Transform>()。position.x,transform .position.y,sphere.GetComponent< Transform>()。position.z));
animation.Play(reposo);

休息;




case Player_State.ONE_STEP_BACK:

if(animation.IsPlaying(retroceder_bucle)== false)
state = Player_State.MOVE_AUTOMATIC;

transform.position - = transform.forward * Time.deltaTime * 4.0f;

休息;


case Player_State.STOLE_BALL:

Vector3 relPos = transform.InverseTransformPoint(sphere.transform.position);
inputSteer = relPos.x / relPos.magnitude;
transform.Rotate(0,inputSteer * 20.0f,0);

animation.Play(corriendo);
float staminaTemp3 = Mathf.Clamp((stamina / STAMINA_DIVIDER),STAMINA_MIN,STAMINA_MAX);
transform.position + = transform.forward * 4.5f * Time.deltaTime * staminaTemp3 * Speed;


休息;


};


//在传球或射门球员进入不可选状态后的某些时间
timeToBeSelectable - = Time.deltaTime;

if(timeToBeSelectable< 0.0f)
temporallyUnselectable = false;
else
temporallyUnselectable = true;

}


void OnCollisionStay(碰撞coll){



if(coll.collider。 transform.gameObject.tag ==Ball&&!gameObject.GetComponent< Player_Script>()。temporallyUnselectable){


inGame.lastTouched = gameObject;



//我们是不是把球甩到了对手?
if(sphere.owner&&(sphere.owner.tag!= gameObject.tag)){



if((gameObject.tag = =PlayerTeam1&& sphere.bPassButton)|| gameObject.tag ==OponentTeam){

// comparacion entre fuerza de ambos jugadores ...

float myStrong =(this.Strong + UnityEngine.Random.Range(0.0f,1.0f));
float oponentStrong =(sphere.owner.GetComponent< Player_Script>()。Strong + UnityEngine.Random.Range(0.0f,1.0f))/ * + 10.0f * /;
if(myStrong< oponentStrong){

Debug.Log(regate ganado por jugador de POSESION+ myStrong +vs+ oponentStrong);

this.gameObject.animation.Play(retroceder_bucle);
this.gameObject.GetComponent< Player_Script>()。state = Player_State.ONE_STEP_BACK;
this.gameObject.GetComponent< Player_Script>()。timeToBeSelectable = 0.5f;
this.gameObject.GetComponent< Player_Script>()。temporallyUnselectable = true;

返回;
} else {

Debug.Log(regate ganado por jugador de ENTRADA+ myStrong +vs+ oponentStrong);

} sphere.owner.GetComponent< Player_Script>()。state = Player_State.ONE_STEP_BACK;
sphere.owner.GetComponent< Player_Script>()。timeToBeSelectable = 2.0f;
sphere.owner.GetComponent< Player_Script>()。temporallyUnselectable = true;
sphere.owner = gameObject;
sphere.owner.GetComponent< Player_Script>()。state = Player_State.PICK_BALL;
sphere.owner.animation.Play(entrada);

返回;
}其他{


返回;

}

}


Vector3 relativePos = transform.InverseTransformPoint(sphere.gameObject.transform.position);


//如果碰撞位于底部
,则只将球粘给球员if(relativePos.y< 0.35f){

coll.rigidbody.rotation = Quaternion.identity;
GameObject ball = coll.collider.transform.gameObject;
ball.GetComponent< Sphere>()。owner = gameObject;

if(gameObject.tag ==OponentTeam){
state = Player_Script.Player_State.OPONENT_ATTACK;
}


}
}

}

void OnGUI(){


if(sphere.timeShootButtonPressed> 0.0f&& sphere.inputPlayer == this.gameObject){

Vector3 posBar = Camera.main.WorldToScreenPoint(headTransform.position + new Vector3(0,0.8f,0));
GUI.DrawTexture(new Rect(posBar.x-30,(Screen.height-posBar.y),barPosition,10),barTexture);

barPosition =(int)(sphere.timeShootButtonPressed * 128.0f);
if(barPosition> = 63)
barPosition = 63;

}



if(sphere.owner == this.gameObject){

Vector3 posBar = Camera。 main.WorldToScreenPoint(headTransform.position + new Vector3(0,1.0f,0));
GUI.DrawTexture(new Rect(posBar.x-30,(Screen.height-posBar.y),(int)stamina,10),barStaminaTexture);
stamina - = 1.5f * Time.deltaTime;

}



}

}





我尝试了什么:



尝试更改变量名称篮球,距离球

解决方案

开关之外移动 distanceBall 的两个定义。

using UnityEngine;
using System;
using System.Collections;
public class Player_Script : MonoBehaviour {

// player name
public string Name;
public TypePlayer type = TypePlayer.DEFENDER;
public float Speed = 1.0f;	
public float Strong = 1.0f;
public float Control = 1.0f;
	

private const float STAMINA_DIVIDER = 64.0f;
private const float STAMINA_MIN = 0.5f;	
private const float STAMINA_MAX = 1.0f;	
	
	
public enum TypePlayer {
		DEFENDER,
		MIDDLER,
		ATTACKER
	};
	
public Vector3 actualVelocityPlayer;
private Vector3 oldVelocityPlayer;
public Sphere sphere;
private GameObject[] players;
private GameObject[] oponents;
public Vector3 initialPosition;
private float inputSteer;
private const float initialDisplacement = 20.0f;	
public Transform goalPosition;
public Transform headTransform;	
[HideInInspector]	
public bool temporallyUnselectable = true;
[HideInInspector]	
public float timeToBeSelectable = 1.0f;	
public float maxDistanceFromPosition = 20.0f;	
	
public enum Player_State { 
	   RESTING,
	   GO_ORIGIN,
	   CONTROLLING,
	   PASSING,
	   SHOOTING,
	   MOVE_AUTOMATIC,
	   ONE_STEP_BACK,
	   STOLE_BALL,
	   OPONENT_ATTACK,
	   PICK_BALL,
	   CHANGE_DIRECTION,
	   SAQUE_BANDA,
	   SAQUE_CORNER
	  };
   
public Player_State state;
public Material material_bound;
private float timeToRemove = 3.0f;	
private float timeToPass = 1.0f;
	
// hand of player in squeleton hierarchy
public Transform hand_bone;
	
public InGameState_Script inGame;
	
public Texture barTexture;
public Texture barStaminaTexture;
private int barPosition=0;
private Quaternion initialRotation;	
	
public float stamina = 64.0f;	
void  Awake (){
	animation.Stop();
 	state = Player_State.MOVE_AUTOMATIC; 
}



void  Start (){
		
	// change size of player randomly to get different look
//	transform.localScale = new Vector3( UnityEngine.Random.Range(0.9F, 1.1F), UnityEngine.Random.Range(0.9F, 1.1F), UnityEngine.Random.Range(0.9F, 1.1F) );
	players = GameObject.FindGameObjectsWithTag("PlayerTeam1");
	oponents = GameObject.FindGameObjectsWithTag("OponentTeam");

	if ( gameObject.tag == "PlayerTeam1" )
		initialPosition = new Vector3( transform.position.x, transform.position.y, transform.position.z+initialDisplacement ); 

	if ( gameObject.tag == "OponentTeam" )
		initialPosition = new Vector3( transform.position.x, transform.position.y, transform.position.z-initialDisplacement ); 

	// set animations speed to fit perfect movements		
	animation["retroceder_bucle"].speed = 1.5f;
	animation["arranque"].speed = 1.0f;
	animation["arranque_balon"].speed = 1.0f;
	animation["corriendo"].speed = 1.2f;
	animation["correr_balon"].speed = 1.0f;
	animation["pase"].speed = 1.8f;
	animation["reposo"].speed = 1.0f;
	animation["cambio_sentido"].speed = 1.3f;

	animation["entrada"].speed = 1.2f;	
	// para el movimiento de la cabeza de los jugadores
		
	animation.Play("reposo");	
		
	initialRotation = transform.rotation * headTransform.rotation;
	}
	
	
// control of actual player	
void Case_Controlling() {

	if ( sphere.inputPlayer == gameObject ) {
				
		
		if ( sphere.fVertical != 0.0f || sphere.fHorizontal != 0.0f ) {
					
			oldVelocityPlayer = actualVelocityPlayer;
			
			Vector3 right = inGame.transform.right;
			Vector3 forward = inGame.transform.forward;
				
			right *= sphere.fHorizontal;
			forward *= sphere.fVertical;
				
			Vector3 target = transform.position + right + forward;
			target.y = transform.position.y;
						
			float speedForAnimation = 5.0f;
			
			// if is owner of Ball....
			if ( sphere.owner == gameObject ) {
			
				if ( animation.IsPlaying("reposo") ) {
					animation.Play("arranque_balon");
					speedForAnimation = 1.0f;
				}
					
				if ( animation.IsPlaying("arranque_balon") == false )
					animation.Play("correr_balon");
			
			}
			else {
					
				if ( animation.IsPlaying("reposo") ) {
					animation.Play("arranque");
					speedForAnimation = 1.0f;
				}
					
				if ( animation.IsPlaying("arranque") == false )
					animation.Play("corriendo");
					
			}
				
				
			transform.LookAt( target );
			float staminaTemp = Mathf.Clamp ((stamina/STAMINA_DIVIDER), STAMINA_MIN ,STAMINA_MAX );
			actualVelocityPlayer = transform.forward*speedForAnimation*Time.deltaTime*staminaTemp*Speed;
			transform.position += actualVelocityPlayer;
			
				
			// if get a radical diferent direction of player change animation...		
			float dotp = Vector3.Dot( oldVelocityPlayer.normalized, actualVelocityPlayer.normalized );
			
			if ( dotp < 0.0f && sphere.owner == gameObject ) {
		
				animation.Play("cambio_sentido");
				state = Player_State.CHANGE_DIRECTION;
				transform.forward = -transform.forward;
				sphere.owner = null;
				gameObject.GetComponent<CapsuleCollider>().enabled = false;
				sphere.gameObject.GetComponent<Rigidbody>().AddForce(  -transform.forward.x*1500.0f, -transform.forward.y*1500.0f, -transform.forward.z*1500.0f );
			}
				
				
		} else {
	
			animation.Play("reposo");
		}
			
			
		// pass
		if ( sphere.bPassButton && sphere.owner == gameObject ) {
			animation.Play("pase");
			timeToBeSelectable = 2.0f;
			state = Player_State.PASSING;
			sphere.pressiPhonePassButton = false;
		}
				
		// shoot
		if ( sphere.bShootButtonFinished && sphere.owner == gameObject ) {
			animation.Play("tiro");
			timeToBeSelectable = 2.0f;
			state = Player_State.SHOOTING;
			sphere.pressiPhoneShootButton = false;
			sphere.bShootButtonFinished = false;
		}
			
				
						
	} else {
	
		state = Player_State.MOVE_AUTOMATIC;
			
	}
		
}
	
bool NoOneInFront( GameObject[] team_players ) {
	
		
	foreach( GameObject go in team_players ) {

		Vector3 relativePos = transform.InverseTransformPoint( go.transform.position ); 
		
		if ( relativePos.z > 0.0f )
			return true;		
	}
		
	return false;
		
}
	
	
// NPC control
void Case_Oponent_Attack() {
		
		actualVelocityPlayer = transform.forward*5.0f*Time.deltaTime;
		animation.Play("correr_balon");
		Vector3 RelativeWaypointPosition = transform.InverseTransformPoint(goalPosition.position);
		inputSteer = RelativeWaypointPosition.x / RelativeWaypointPosition.magnitude;
		transform.Rotate(0, inputSteer*10.0f , 0);
		float staminaTemp = Mathf.Clamp ((stamina/STAMINA_DIVIDER), STAMINA_MIN ,STAMINA_MAX );
		transform.position += transform.forward*4.0f*Time.deltaTime*staminaTemp*Speed;
		
		timeToPass -= Time.deltaTime;
		
		if ( timeToPass < 0.0f && NoOneInFront( oponents ) ) {
			timeToPass = UnityEngine.Random.Range( 1.0f, 5.0f);	
			state = Player_State.PASSING;
			animation.Play("pase");
			timeToBeSelectable = 1.0f;
			temporallyUnselectable = true;
		}
		
		float distance = (goalPosition.position - transform.position).magnitude;
		Vector3 relative = transform.InverseTransformPoint(goalPosition.position);
		
		if ( distance < 20.0f && relative.z > 0 ) {

			state = Player_State.SHOOTING;
			animation.Play("tiro");
			timeToBeSelectable = 1.0f;
			temporallyUnselectable = true;
			
		}
		
}
	
void LateUpdate() {
		

		Vector3 relativePos = transform.InverseTransformPoint( sphere.gameObject.transform.position );

		
		if ( relativePos.z > 0.0f ) {
	
			Quaternion lookRotation = Quaternion.LookRotation (sphere.transform.position + new Vector3(0, 1.0f,0) - headTransform.position);
			headTransform.rotation = lookRotation * initialRotation ;			
			headTransform.eulerAngles = new Vector3( headTransform.eulerAngles.x, headTransform.eulerAngles.y,  -90.0f);
			
		}
				
	}
	
void  Update() {
				
	stamina += 2.0f * Time.deltaTime;

		
	stamina = Mathf.Clamp(stamina, 1, 64);		
	switch ( state ) {
				
			
		case Player_State.SAQUE_BANDA:
			
		break;

		case Player_State.SAQUE_CORNER:
			
		break;
			
		case Player_State.CHANGE_DIRECTION:
			
			if ( !animation.IsPlaying("cambio_sentido")) {
				gameObject.GetComponent<CapsuleCollider>().enabled = true;
				transform.forward = -transform.forward;
				animation.Play("reposo");
				state = Player_State.CONTROLLING;
			}
			
			
		break;
			
			
 		case Player_State.CONTROLLING:
		
			if ( gameObject.tag == "PlayerTeam1" ) 
				Case_Controlling();			
		break;

		case Player_State.OPONENT_ATTACK:
	
			Case_Oponent_Attack();			

		break;
			
			
		case Player_State.PICK_BALL:
			transform.position += transform.forward * Time.deltaTime * 5.0f;
						
			if (animation.IsPlaying("entrada") == false) {
				
				if ( gameObject.tag == "OponentTeam" )
					state = Player_State.OPONENT_ATTACK;
				else
					state = Player_State.MOVE_AUTOMATIC;
					
			}

		break;
			

		case Player_State.SHOOTING:
			
			if (animation.IsPlaying("tiro") == false)
				state = Player_State.MOVE_AUTOMATIC;

			
			if (animation["tiro"].normalizedTime > 0.2f && sphere.owner == this.gameObject) {
				state = Player_State.MOVE_AUTOMATIC;
				sphere.owner = null;
				if ( gameObject.tag == "PlayerTeam1" ) {
					sphere.gameObject.GetComponent<Rigidbody>().velocity = new Vector3(transform.forward.x*30.0f, 5.0f, transform.forward.z*30.0f );
				    barPosition = 0;
				}
				else {
				
					float valueRndY = UnityEngine.Random.Range( 4.0f, 10.0f );
					sphere.gameObject.GetComponent<Rigidbody>().velocity = new Vector3(transform.forward.x*30.0f, valueRndY, transform.forward.z*30.0f );
				}
				
			}
		break;
			
		case Player_State.PASSING:

			if (animation.IsPlaying("pase") == false)
				state = Player_State.MOVE_AUTOMATIC;
	
				
			if (animation["pase"].normalizedTime > 0.3f && sphere.owner == this.gameObject) {
				sphere.owner = null;
								
				GameObject bestCandidatePlayer = null;
				float bestCandidateCoord = 1000.0f;
				
				
				if ( gameObject.tag == "PlayerTeam1" ) {
				
					foreach ( GameObject go in players ) {
						
						if ( go != gameObject ) {
							Vector3 relativePos = transform.InverseTransformPoint( new Vector3( go.transform.position.x, go.transform.position.y, go.transform.position.z  ) );
									
							float magnitude = relativePos.magnitude;
							float direction = Mathf.Abs(relativePos.x);
							
							if ( relativePos.z > 0.0f && direction < 5.0f && magnitude < 15.0f && (direction < bestCandidateCoord) ) {
								bestCandidateCoord = direction;
								bestCandidatePlayer = go;
								
							}
						}
							
					}
				
				} else {
				
					foreach ( GameObject go in oponents ) {
						
						if ( go != gameObject ) {
							Vector3 relativePos = transform.InverseTransformPoint( new Vector3( go.transform.position.x, go.transform.position.y, go.transform.position.z  ) );
									
							float magnitude = relativePos.magnitude;
							float direction = Mathf.Abs(relativePos.x);
							
							if ( relativePos.z > 0.0f && direction < 15.0f && (magnitude+direction < bestCandidateCoord) ) {
								bestCandidateCoord = magnitude+direction;
								bestCandidatePlayer = go;		
							}
					
						}
							
					}
					
				}
				
				
				
					
				if ( bestCandidateCoord != 1000.0f ) {
				
					sphere.inputPlayer = bestCandidatePlayer;
					Vector3 directionBall = (bestCandidatePlayer.transform.position - transform.position).normalized;
					float distanceBall = (bestCandidatePlayer.transform.position - transform.position).magnitude*1.4f;
					distanceBall = Mathf.Clamp( distanceBall, 15.0f, 40.0f );
					sphere.gameObject.GetComponent<Rigidbody>().velocity = new Vector3(directionBall.x*distanceBall, distanceBall/5.0f, directionBall.z*distanceBall );
				
				} else {
					// if not found a candidate just throw the ball forward....
					sphere.gameObject.GetComponent<Rigidbody>().velocity = transform.forward*20.0f;
					
				}
	
			
			
			}
			break;
 		case Player_State.GO_ORIGIN:
			
			animation.Play("corriendo");
			// now we just find the relative position of the waypoint from the car transform,
			// that way we can determine how far to the left and right the waypoint is.
			Vector3 RelativeWaypointPosition = transform.InverseTransformPoint(new Vector3( 
														initialPosition.x, 
														initialPosition.y, 
														initialPosition.z ) );
	
			// by dividing the horizontal position by the magnitude, we get a decimal percentage of the turn angle that we can use to drive the wheels
			inputSteer = RelativeWaypointPosition.x / RelativeWaypointPosition.magnitude;

			if ( inputSteer == 0 && RelativeWaypointPosition.z < 0 )
				inputSteer = 10.0f;
			
			transform.Rotate(0, inputSteer*10.0f , 0);
			float staminaTemp = Mathf.Clamp ((stamina/STAMINA_DIVIDER), STAMINA_MIN ,STAMINA_MAX );
			transform.position += transform.forward*3.0f*Time.deltaTime*staminaTemp*Speed;			transform.position += transform.forward*3.0f*Time.deltaTime;

			if ( RelativeWaypointPosition.magnitude < 1.0f ) {
				state = Player_State.MOVE_AUTOMATIC;					
			}
				
 							
		break;

		case Player_State.MOVE_AUTOMATIC:
			
			timeToRemove += Time.deltaTime;				
			float distance = (transform.position - initialPosition).magnitude;
			
			// know the distance of ball and player	
			float distanceBall = (transform.position - sphere.transform.position).magnitude;
			
			// if we get out of bounds of our player we come back to initial position
			if ( distance > maxDistanceFromPosition ) {
			
				Vector3 ball = sphere.transform.position;
				Vector3 direction = (ball - transform.position).normalized;
				
				Vector3 RelativeWaypointP = transform.InverseTransformPoint(new Vector3( 
															initialPosition.x, 
															initialPosition.y, 
															initialPosition.z ) );

				
				inputSteer = RelativeWaypointP.x / RelativeWaypointP.magnitude;
					
		
				if ( inputSteer == 0 && RelativeWaypointP.z < 0 )
					inputSteer = 10.0f;
					
				transform.Rotate(0, inputSteer*20.0f , 0);
				animation.Play("corriendo");
				float staminaTemp2 = Mathf.Clamp ((stamina/STAMINA_DIVIDER), STAMINA_MIN ,STAMINA_MAX );
				transform.position += transform.forward*5.5f*Time.deltaTime*staminaTemp2*Speed;
									
			} // if not we go to Ball...
			else {
		
				Vector3 ball = sphere.transform.position;
				Vector3 direction = (ball - transform.position).normalized;
				Vector3 posFinal = initialPosition + ( direction * maxDistanceFromPosition ); 
				
				Vector3 RelativeWaypointP = new Vector3(posFinal.x, posFinal.y, posFinal.z);
				
				// go to Ball position....
				if ( distanceBall > 5.0f ) {
					RelativeWaypointP = transform.InverseTransformPoint(new Vector3( 
																posFinal.x, 
																posFinal.y, 
																posFinal.z ) );

				} else if ( distanceBall < 5.0f && distanceBall > 2.0f ) {
				
					// if we are less than 5 meters of ball we stop
					RelativeWaypointP = transform.InverseTransformPoint(new Vector3( 
																transform.position.x, 
																transform.position.y, 
																transform.position.z ) );
	
				// if we are too close we go back with special animation
				} else if ( distanceBall < 2.0f ) {
					
					animation.Play("retroceder_bucle");
					state = Player_State.ONE_STEP_BACK;
					break;
					
				}
				
				inputSteer = RelativeWaypointP.x / RelativeWaypointP.magnitude;
	
				if ( inputSteer == 0 && RelativeWaypointP.z < 0 )
					inputSteer = 10.0f;

				if ( inputSteer > 0.0f )
					transform.Rotate(0, inputSteer*20.0f , 0);
				
			
				// this just checks if the player's position is near enough.
				if ( RelativeWaypointP.magnitude < 1.5f ) {
										
					transform.LookAt( new Vector3( sphere.GetComponent<Transform>().position.x, transform.position.y ,sphere.GetComponent<Transform>().position.z)  );
					animation.Play("reposo");		
					timeToRemove = 0.0f;
					
				}	else {			

					
					if ( timeToRemove > 1.0f ) {					
						animation.Play("corriendo");
						staminaTemp = Mathf.Clamp ((stamina/STAMINA_DIVIDER), STAMINA_MIN , STAMINA_MAX );
						transform.position += transform.forward*5.5f*Time.deltaTime*staminaTemp*Speed;
					}
				}
		
				
			}
			
		break;

			
 
 		case Player_State.RESTING:

			transform.LookAt( new Vector3( sphere.GetComponent<Transform>().position.x, transform.position.y ,sphere.GetComponent<Transform>().position.z)  );
			animation.Play("reposo"); 		  
 		
 		break;
			
 
			
			
		case Player_State.ONE_STEP_BACK:
		
			if (animation.IsPlaying("retroceder_bucle") == false)
				state = Player_State.MOVE_AUTOMATIC;

			transform.position -= transform.forward*Time.deltaTime*4.0f;	
			
		break;
			
			
		case Player_State.STOLE_BALL:
			
			Vector3 relPos = transform.InverseTransformPoint( sphere.transform.position );
			inputSteer = relPos.x / relPos.magnitude;
			transform.Rotate(0, inputSteer*20.0f , 0);
			
			animation.Play("corriendo");
			float staminaTemp3 = Mathf.Clamp ((stamina/STAMINA_DIVIDER), STAMINA_MIN ,STAMINA_MAX );
			transform.position += transform.forward*4.5f*Time.deltaTime*staminaTemp3*Speed;
			
			
		break;
			
			
	};

		
	// after pass or shoot player get in a Unselectable state some little time
	timeToBeSelectable -= Time.deltaTime;
			
	if ( timeToBeSelectable < 0.0f )
		temporallyUnselectable = false;
	else
		temporallyUnselectable = true;

}
	
	
	void OnCollisionStay( Collision coll ) {
	
		
		
		if ( coll.collider.transform.gameObject.tag == "Ball" && !gameObject.GetComponent<Player_Script>().temporallyUnselectable ) {
			
			
			inGame.lastTouched = gameObject;
		
			

			// are we stoling ball to oponent?
			if ( sphere.owner && (sphere.owner.tag != gameObject.tag) ) {
				
				
				
				if ( (gameObject.tag == "PlayerTeam1" && sphere.bPassButton) || gameObject.tag == "OponentTeam" ) {
				
					// comparacion entre fuerza de ambos jugadores...
					
					float myStrong = (this.Strong + UnityEngine.Random.Range(0.0f, 1.0f));
					float oponentStrong = (sphere.owner.GetComponent<Player_Script>().Strong + UnityEngine.Random.Range(0.0f, 1.0f))/* + 10.0f*/;
					if ( myStrong < oponentStrong  ) {
					
						Debug.Log("regate ganado por jugador de POSESION  " + myStrong + " vs " + oponentStrong );
						
						this.gameObject.animation.Play("retroceder_bucle");
						this.gameObject.GetComponent<Player_Script>().state = Player_State.ONE_STEP_BACK;
						this.gameObject.GetComponent<Player_Script>().timeToBeSelectable = 0.5f;
						this.gameObject.GetComponent<Player_Script>().temporallyUnselectable = true;
						
						return;
					} else {

						Debug.Log("regate ganado por jugador de ENTRADA " + myStrong + " vs " + oponentStrong);
						
					}					sphere.owner.GetComponent<Player_Script>().state = Player_State.ONE_STEP_BACK;
					sphere.owner.GetComponent<Player_Script>().timeToBeSelectable = 2.0f;
					sphere.owner.GetComponent<Player_Script>().temporallyUnselectable = true;
					sphere.owner = gameObject;
					sphere.owner.GetComponent<Player_Script>().state = Player_State.PICK_BALL;
					sphere.owner.animation.Play("entrada");	
					
					return;
				} else {
				
					
					return;
					
				}
				
			}
			
			
			Vector3 relativePos = transform.InverseTransformPoint( sphere.gameObject.transform.position );
			
					
			// only "glue" the ball to player if the collision is at bottom
			if ( relativePos.y < 0.35f ) { 
			
				coll.rigidbody.rotation = Quaternion.identity;
				GameObject ball = coll.collider.transform.gameObject;
				ball.GetComponent<Sphere>().owner = gameObject;
				
				if ( gameObject.tag == "OponentTeam" ) {
					state = Player_Script.Player_State.OPONENT_ATTACK;
				}
				
				
			}
		}
		
	}
			
	void OnGUI() {
	
		
			if ( sphere.timeShootButtonPressed > 0.0f && sphere.inputPlayer == this.gameObject) {
				
				Vector3 posBar = Camera.main.WorldToScreenPoint( headTransform.position + new Vector3(0,0.8f,0) );
				GUI.DrawTexture( new Rect( posBar.x-30, (Screen.height-posBar.y), barPosition, 10 ), barTexture );
				
				barPosition = (int)(sphere.timeShootButtonPressed * 128.0f);
				if ( barPosition >= 63 )
					barPosition = 63;
				
			}
			
			
			
			if ( sphere.owner == this.gameObject ) {
			
				Vector3 posBar = Camera.main.WorldToScreenPoint( headTransform.position + new Vector3(0,1.0f,0) );
				GUI.DrawTexture( new Rect( posBar.x-30, (Screen.height-posBar.y), (int)stamina, 10 ), barStaminaTexture );
				stamina -= 1.5f * Time.deltaTime;
				
			}
		
			
		
		}
	
	}



What I have tried:

try to change variable name basketball , and distance ball

解决方案

Move both definitions of distanceBall outside the switch.


这篇关于名为`distanceball'的Alocal变量不能在此范围内声明,因为它会给`distanceball'赋予不同的含义,'distanceball'已在'child'范围内用于表示其他内容的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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