Beispiel #1
0
 bool CheckFinishLap(CarRally carScript)
 {
     if (this.route.Length == carScript.route.Count)
     {
         for (int i = 0; i < this.route.Length; i++)
         {
             for (int j = i; j < carScript.route.Count;)
             {
                 if (this.route[i] != carScript.route[j])
                 {
                     //print ("false");
                     //print (this.route[i]);
                     //print (carScript.route[j]);
                     return(false);
                 }
                 break;
             }
         }
         //print ("true");
         carScript.route.Clear();
         return(true);
     }
     //print (this.route.Length);
     //print (carScript.route.Count);
     return(false);
 }
    //public method to be called when your local car is spawned
    public void Init()
    {
        for (int i = 0; i < 3; i++)
        {
            weapon[i] = new Weapon_UI("weapon" + i, PlayerPrefs.GetString("weapon" + (i + 1)));
            SetWeaponEnabled(i, false);
            boost[i] = new Boost_UI("boost" + i, "boostSprite");
        }

        mapDimensions = new Vector2(Mathf.Abs(boundaryR.position.x - boundaryL.position.x), Mathf.Abs(boundaryT.position.z - boundaryB.position.z));
        carControl    = GameObject.FindGameObjectWithTag("Player").GetComponent <CarController>();
        speedometer   = GameObject.Find("SpeedOmeter").GetComponent <UISprite>();
        //boostMeter = GameObject.Find("Boost").GetComponent<UISprite>();
        shield    = GameObject.Find("Shield_UI").GetComponent <UISprite>();
        critLight = GameObject.Find("CriticalLight").GetComponent <UISprite>();
        shieldT   = GameObject.Find("Shield_UI").transform;

        timeTxt    = GameObject.Find("TotalTime").GetComponent <UILabel>();
        MapBG      = GameObject.Find("MapBG").GetComponent <UISprite>();
        PlayerLocT = GameObject.Find("PlayerLoc").transform;

        PlayerGlobalTransform = GameObject.FindGameObjectWithTag("Player").transform;
        carStats       = GameObject.FindGameObjectWithTag("Player").GetComponent <CarRally>();
        carUsercontrol = GameObject.FindGameObjectWithTag("Player").GetComponent <CarUserControl>();
        // PLAYER PREFS TEST
        Debug.Log("weapon1: " + PlayerPrefs.GetString("weapon1"));
        Debug.Log("weapon2: " + PlayerPrefs.GetString("weapon2"));
        Debug.Log("weapon3: " + PlayerPrefs.GetString("weapon3"));

        /*
         * Debug.Log("Data From Player Selection");
         * Debug.Log("CarModel: " + PlayerPrefs.GetString("car"));
         * Debug.Log("speed: " + PlayerPrefs.GetFloat("speed"));
         * Debug.Log("boost: " + PlayerPrefs.GetFloat("boost"));
         * Debug.Log("handling: " + PlayerPrefs.GetFloat("handling"));
         * Debug.Log("accel: " + PlayerPrefs.GetFloat("accel"));
         */
        StartCoroutine(InitMiniMapSprite());
        carSpawned = true;
    }
    //public method to be called when your local car is spawned
    public void Init()
    {
        for(int i=0;i<3;i++)
        {
            weapon[i] = new Weapon_UI("weapon"+i,PlayerPrefs.GetString("weapon"+ (i+1) ));
            SetWeaponEnabled(i,false);
            boost[i] = new Boost_UI("boost"+i,"boostSprite");
        }

        mapDimensions = new Vector2(Mathf.Abs(boundaryR.position.x-boundaryL.position.x),Mathf.Abs(boundaryT.position.z-boundaryB.position.z));
        carControl = GameObject.FindGameObjectWithTag("Player").GetComponent<CarController>();
        speedometer = GameObject.Find("SpeedOmeter").GetComponent<UISprite>();
        boostMeter = GameObject.Find("Boost").GetComponent<UISprite>();
        shield = GameObject.Find("Shield_UI").GetComponent<UISprite>();
        critLight = GameObject.Find("CriticalLight").GetComponent<UISprite>();
        shieldT = GameObject.Find("Shield_UI").transform;

        timeTxt = GameObject.Find("TotalTime").GetComponent<UILabel>();
        MapBG =  GameObject.Find("MapBG").GetComponent<UISprite>();
        PlayerLocT =  GameObject.Find("PlayerLoc").transform;

        PlayerGlobalTransform = GameObject.FindGameObjectWithTag ("Player").transform;
        carStats = GameObject.FindGameObjectWithTag("Player").GetComponent<CarRally>();
        // PLAYER PREFS TEST
        Debug.Log("weapon1: " + PlayerPrefs.GetString("weapon1"));
        Debug.Log("weapon2: " + PlayerPrefs.GetString("weapon2"));
        Debug.Log("weapon3: " + PlayerPrefs.GetString("weapon3"));
        /*
        Debug.Log("Data From Player Selection");
        Debug.Log("CarModel: " + PlayerPrefs.GetString("car"));
        Debug.Log("speed: " + PlayerPrefs.GetFloat("speed"));
        Debug.Log("boost: " + PlayerPrefs.GetFloat("boost"));
        Debug.Log("handling: " + PlayerPrefs.GetFloat("handling"));
        Debug.Log("accel: " + PlayerPrefs.GetFloat("accel"));
        */
        StartCoroutine (InitMiniMapSprite ());
        carSpawned = true;
    }