using UnityEngine;
///
/// Positions players correctly for faceoff based on their positions
/// Handles both center ice and zone faceoffs
///
public class FaceoffPositioning : MonoBehaviour
{
[Header("Faceoff Locations")]
[SerializeField] private Transform centerIceFaceoff;
[SerializeField] private Transform homeZoneFaceoff;
[SerializeField] private Transform awayZoneFaceoff;
[Header("Position Offsets")]
[SerializeField] private float centerDistance = 0.5f; // Centers from faceoff dot
[SerializeField] private float wingDistance = 3.0f; // Wings from center
[SerializeField] private float defenseDistance = 5.0f; // Defenders behind
[SerializeField] private float wingBackDistance = 1.5f; // Wings back from faceoff
public enum FaceoffLocation
{
CenterIce,
HomeZone,
AwayZone
}
///
/// Position all players for a faceoff
///
public void PositionPlayersForFaceoff(FaceoffLocation location)
{
Transform faceoffSpot = GetFaceoffSpot(location);
if (faceoffSpot == null)
{
Debug.LogError("Faceoff spot not set!");
return;
}
// Find all players
PlayerController[] allPlayers = FindObjectsOfType();
foreach (PlayerController player in allPlayers)
{
bool isHomeTeam = player.CompareTag("HomeTeam");
Vector3 position = CalculateFaceoffPosition(
player.stats.position,
isHomeTeam,
faceoffSpot.position,
location
);
player.transform.position = position;
// Face the faceoff spot
Vector3 lookDirection = faceoffSpot.position - position;
if (lookDirection.magnitude > 0.1f)
{
player.transform.rotation = Quaternion.LookRotation(lookDirection);
}
}
Debug.Log($"Players positioned for {location} faceoff");
}
private Transform GetFaceoffSpot(FaceoffLocation location)
{
switch (location)
{
case FaceoffLocation.CenterIce:
return centerIceFaceoff;
case FaceoffLocation.HomeZone:
return homeZoneFaceoff;
case FaceoffLocation.AwayZone:
return awayZoneFaceoff;
default:
return centerIceFaceoff;
}
}
private Vector3 CalculateFaceoffPosition(PlayerPosition position, bool isHomeTeam, Vector3 faceoffSpot, FaceoffLocation location)
{
// Multiplier for team side (home = -1, away = +1 typically)
float teamSide = isHomeTeam ? -1f : 1f;
// Defensive zone faceoffs might require different positioning
bool isDefensiveFaceoff = (isHomeTeam && location == FaceoffLocation.HomeZone) ||
(!isHomeTeam && location == FaceoffLocation.AwayZone);
Vector3 offset = Vector3.zero;
switch (position)
{
case PlayerPosition.C: // Center
// Centers face each other at faceoff
offset = new Vector3(0, 0, centerDistance * teamSide);
break;
case PlayerPosition.LW: // Left Wing
// Wing to the left, slightly back
offset = new Vector3(-wingDistance, 0, wingBackDistance * teamSide);
break;
case PlayerPosition.RW: // Right Wing
// Wing to the right, slightly back
offset = new Vector3(wingDistance, 0, wingBackDistance * teamSide);
break;
case PlayerPosition.LD: // Left Defense
// Defender back and to the left
if (isDefensiveFaceoff)
{
offset = new Vector3(-defenseDistance * 0.7f, 0, -defenseDistance * teamSide);
}
else
{
offset = new Vector3(-defenseDistance * 0.7f, 0, -defenseDistance * 0.5f * teamSide);
}
break;
case PlayerPosition.RD: // Right Defense
// Defender back and to the right
if (isDefensiveFaceoff)
{
offset = new Vector3(defenseDistance * 0.7f, 0, -defenseDistance * teamSide);
}
else
{
offset = new Vector3(defenseDistance * 0.7f, 0, -defenseDistance * 0.5f * teamSide);
}
break;
}
return faceoffSpot + offset;
}
///
/// Setup faceoff spots automatically based on rink dimensions
/// Call this if you don't have faceoff spots set up manually
///
[ContextMenu("Auto-Create Faceoff Spots")]
public void AutoCreateFaceoffSpots()
{
// Typical NHL rink: 200ft x 85ft = ~61m x 26m
// Faceoff circles are 15ft from blue lines, center ice
if (centerIceFaceoff == null)
{
GameObject centerSpot = new GameObject("CenterIceFaceoff");
centerSpot.transform.position = new Vector3(0, 0, 0);
centerIceFaceoff = centerSpot.transform;
Debug.Log("Created center ice faceoff spot");
}
if (homeZoneFaceoff == null)
{
GameObject homeSpot = new GameObject("HomeZoneFaceoff");
homeSpot.transform.position = new Vector3(0, 0, -20f); // Adjust based on your rink
homeZoneFaceoff = homeSpot.transform;
Debug.Log("Created home zone faceoff spot");
}
if (awayZoneFaceoff == null)
{
GameObject awaySpot = new GameObject("AwayZoneFaceoff");
awaySpot.transform.position = new Vector3(0, 0, 20f); // Adjust based on your rink
awayZoneFaceoff = awaySpot.transform;
Debug.Log("Created away zone faceoff spot");
}
Debug.Log("Faceoff spots created! Adjust positions in inspector to match your rink");
}
// Testing in editor
void Update()
{
if (!Application.isPlaying) return;
// Test keys
if (Input.GetKeyDown(KeyCode.Alpha1))
{
PositionPlayersForFaceoff(FaceoffLocation.CenterIce);
}
if (Input.GetKeyDown(KeyCode.Alpha2))
{
PositionPlayersForFaceoff(FaceoffLocation.HomeZone);
}
if (Input.GetKeyDown(KeyCode.Alpha3))
{
PositionPlayersForFaceoff(FaceoffLocation.AwayZone);
}
}
// Draw faceoff spots in editor
void OnDrawGizmos()
{
if (centerIceFaceoff != null)
{
Gizmos.color = Color.blue;
Gizmos.DrawWireSphere(centerIceFaceoff.position, 0.3f);
Gizmos.DrawLine(centerIceFaceoff.position + Vector3.left * 0.5f, centerIceFaceoff.position + Vector3.right * 0.5f);
Gizmos.DrawLine(centerIceFaceoff.position + Vector3.forward * 0.5f, centerIceFaceoff.position + Vector3.back * 0.5f);
#if UNITY_EDITOR
UnityEditor.Handles.Label(centerIceFaceoff.position + Vector3.up, "Center Ice");
#endif
}
if (homeZoneFaceoff != null)
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(homeZoneFaceoff.position, 0.3f);
#if UNITY_EDITOR
UnityEditor.Handles.Label(homeZoneFaceoff.position + Vector3.up, "Home Zone");
#endif
}
if (awayZoneFaceoff != null)
{
Gizmos.color = Color.green;
Gizmos.DrawWireSphere(awayZoneFaceoff.position, 0.3f);
#if UNITY_EDITOR
UnityEditor.Handles.Label(awayZoneFaceoff.position + Vector3.up, "Away Zone");
#endif
}
}
}