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- using UnityEngine;
- /// <summary>
- /// Positions players correctly for faceoff based on their positions
- /// Handles both center ice and zone faceoffs
- /// </summary>
- 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
- }
- /// <summary>
- /// Position all players for a faceoff
- /// </summary>
- 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<PlayerController>();
- 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;
- }
- /// <summary>
- /// Setup faceoff spots automatically based on rink dimensions
- /// Call this if you don't have faceoff spots set up manually
- /// </summary>
- [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
- }
- }
- }
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