bool canWeSpawnCops() { if (r == null) { r = FindObjectOfType <NewRoad> (); } spawnTimer -= Time.deltaTime; if (spawnTimer <= 0) { // if (myRF.areBothJunctionsPlayerAccessable()) // { // return true; // } foreach (NewRoadJunction nrj in r.sectionsInTheRoad) { if (nrj.playerCarSpawn == true) { if (Vector2.Distance(this.transform.position, nrj.startPoint.position) < 3.0f) { return(true); } } } } return(false); }
void Awake() { me = this; carsInWorld = new List <GameObject> (); patrolCarsInWorld = new List <GameObject> (); r = FindObjectOfType <NewRoad> (); }
Vector3 getPosForCreatingPoliceCar() { if (r == null) { r = FindObjectOfType <NewRoad> (); } NewRoadJunction rj = r.sectionsInTheRoad[Random.Range(0, r.sectionsInTheRoad.Count)]; Vector3 start = rj.startPoint.position; Vector3 end = rj.potentialPoints[Random.Range(0, rj.potentialPoints.Count)].transform.position; Vector3 dir = end - start; return(start + (Random.Range(0.0f, 1.0f) * dir.normalized)); bool junctionUnavailable = false; //if (copCarsAvailable.Count > 0) { foreach (GameObject g in copCarsInWorld) { if (Vector2.Distance(rj.startPoint.position, g.transform.position) < 4 && Vector2.Distance(rj.startPoint.transform.position, CommonObjectsStore.player.transform.position) < 12) { junctionUnavailable = true; //int r2 = Random.Range (0, copCarsAvailable.Count); //Vector3 p = copCarsAvailable [r2].transform.position; //copCarsAvailable.RemoveAt (r2); //return p; } } //} if (junctionUnavailable == false) { return(rj.startPoint.position); } else { return(getPosForCreatingPoliceCar()); } return(rj.startPoint.position); //List<NewRoadJunction> candidates = new List<NewRoadJunction> (); //foreach (NewRoadJunction rj in r.sectionsInTheRoad) { //if(rj.playerCarSpawn==true) // { //} }
// Use this for initialization void Start() { if (hasDriver == false) { foreach (Light l in headlights) { l.enabled = false; } foreach (Light l in brakelights) { l.enabled = false; } } r = FindObjectOfType <NewRoad> (); rid = this.GetComponent <Rigidbody2D> (); nr = r.getNearestRoad(this.transform.position); nextJunct = nr.potentialPoints [Random.Range(0, nr.potentialPoints.Count)]; }