// Start is called before the first frame update void Start() { car_variant = GameObject.FindGameObjectWithTag("Player"); text = GameObject.Find("LapTimeText"); s_text = GameObject.Find("SpeedText"); finish = GameObject.Find("FinalText"); car_body = car_variant.GetComponent <Rigidbody>(); finish.SetActive(false); lap_time_text = text.GetComponent <Text>(); speed_text = s_text.GetComponent <Text>(); check_point_check = car_variant.GetComponent <CheckpointCheck>(); car_controller = car_variant.GetComponent <UnityStandardAssets.Vehicles.Car.CarController>(); car_user_control = car_variant.GetComponent <UnityStandardAssets.Vehicles.Car.CarUserControl>(); current_speed = car_controller.CurrentSpeed; speed_text.text = current_speed.ToString(); lap_time = check_point_check.lap_time; lap_time_text.text = "LAP TIME: "; victory = check_point_check.victory; }
private void Awake() { timer = -flipTimeout; ciManager = gameObject.GetComponent <CarInteractionManager> (); m_Car = GetComponent <UnityStandardAssets.Vehicles.Car.CarController>(); id = gameObject.name; }
private void Awake() { // get the car controller m_Car = GetComponent<CarController>(); }
void Start() { controller = GetComponent <UnityStandardAssets.Vehicles.Car.CarController> (); aiController = GetComponent <UnityStandardAssets.Vehicles.Car.CarAIControl> (); progressTracker = GetComponent <UnityStandardAssets.Utility.WaypointProgressTracker> (); sceneManager = GameObject.Find("Race Scene Manager").GetComponent <RG_SceneManager>(); }
private void Awake() { // get the car controller m_Car = GetComponent<CarController>(); if (coolDownJump == null) coolDownJump = 2; }
private void Awake() { // get the car controller reference m_CarController = GetComponent<CarController>(); // give the random perlin a random value m_RandomPerlin = Random.value*100; m_Rigidbody = GetComponent<Rigidbody>(); }
// Use this for initialization protected override void Start() { base.Start(); m_asAudio = GetComponent <AudioSource>(); m_fCurrentBerzerkValue = 0f; m_ccCarController = GetComponent <UnityStandardAssets.Vehicles.Car.CarController>(); IsDead = false; m_bShieldActivated = false; }
private void Awake() { m_Car = GetComponent <UnityStandardAssets.Vehicles.Car.CarController>(); weightsList = new List <double[][, ]>(); carColl = transform.GetChild(0).GetChild(0).gameObject.GetComponent <CarCollisionChecker>(); defPos = transform.position; defRot = transform.rotation; }
void Awake() { if (_instance == null) { _instance = this; } else if (_instance != this) { Destroy(gameObject); } carController = GetComponents <UnityStandardAssets.Vehicles.Car.CarController> ()[0]; rigidBody = GetComponent <Rigidbody> (); }
// Update is called once per frame void Update() { if (!didIt) { if (Vector3.Distance(myTransform.position, target.position) < range) { didIt = true; Debug.Log("Switching car modes"); controller = car.GetComponent<UnityStandardAssets.Vehicles.Car.CarController>(); GetComponent<AudioSource>().PlayOneShot(Leviosa); controller.switchMode(); } } }
void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { UnityStandardAssets.Vehicles.Car.CarController pi = other.GetComponentInParent <UnityStandardAssets.Vehicles.Car.CarController>(); pi.pacForm = true; pi.pac_duration = 500; Destroy(this.gameObject); } if (other.gameObject.tag == "Pacman") { Destroy(this.gameObject); } }
//On hit Boost void OnTriggerEnter(Collider other) { //Boost player if (other.gameObject.tag == "Player") { UnityStandardAssets.Vehicles.Car.CarController pi = other.GetComponentInParent <UnityStandardAssets.Vehicles.Car.CarController>(); pi.boosted = true; pi.boost_duration = 500; Destroy(this.gameObject); } //Kill power up if (other.gameObject.tag == "Pacman") { Destroy(this.gameObject); } }
void Init() { _Car = GetComponent<CarController>(); if (_Player) { CarUserControl.Instance.m_Car = _Car; CarGUI.Instance._Car = _Car; CarUserControl.Instance._CameraTarget = transform.SearchChildWithTag("Target"); CarUserControl.Instance.SetCamera(); SpawnPlayers.Instance._PlayerSpawned = true; } _HitBoxParent = transform.SearchChildWithTag("HitBoxsParent"); _HitBoxs = _HitBoxParent.GetComponentsInChildren<HitBox>(); Counting(); _isAlive = true; }
private CarController m_CarController; // Reference to car we are controlling private void StartSound() { // get the carcontroller ( this will not be null as we have require component) m_CarController = GetComponent<CarController>(); // setup the simple audio source m_HighAccel = SetUpEngineAudioSource(highAccelClip); // if we have four channel audio setup the four audio sources if (engineSoundStyle == EngineAudioOptions.FourChannel) { m_LowAccel = SetUpEngineAudioSource(lowAccelClip); m_LowDecel = SetUpEngineAudioSource(lowDecelClip); m_HighDecel = SetUpEngineAudioSource(highDecelClip); } // flag that we have started the sounds playing m_StartedSound = true; }
// Use this for initialization void Start() { waypointlist[0] = new Vector3(-20.6f, 0f, 126.2f); waypointlist[1] = new Vector3(35.6f, 0f, 138.8f); waypointlist[2] = new Vector3(78.7f, 0f, 105.3f); waypointlist[3] = new Vector3(98.4f, 0f, 43.9f); waypointlist[4] = new Vector3(75.8f , 0f, -13.3f); waypointlist[5] = new Vector3(28.4f, 0f, -18.4f); waypointlist[6] = new Vector3(-4.2f, 0f, -2.3f); waypointlist[7] = new Vector3(-18.7f, 0f, 26f); waypointlist[8] = new Vector3(-31.6f, 0f, 57.4f); waypointlist[9] = new Vector3(-30f, 0f, 95f); carai = GetComponent(typeof(CarAIControl)) as CarAIControl; car = carai.GetComponent(typeof(CarController)) as CarController; waypointholder.position = waypointlist[0]; carai.SetTarget(waypointholder); for (int i = 0; i < 10; i++) { GameObject.Instantiate(marker); marker.transform.position = waypointlist[i]; } lasttime = 0; //In start initialize both currentCameraIndex = 0; //Turn all cameras off, except the first default one for (int i=1; i<cameras.Length; i++) { cameras[i].gameObject.SetActive(false); } //If any cameras were added to the controller, enable the first one if (cameras.Length>0) { cameras [0].gameObject.SetActive (true); } }
private void Awake() { // get the car controller m_Car = GetComponent <CarController>(); source = this.GetComponent <AudioSource>(); }
private CarController m_Car; // the car controller we want to use private void Awake() { // get the car controller m_Car = GetComponent <CarController>(); }
// Start is called before the first frame update void Start() { carScript = Car.GetComponent <UnityStandardAssets.Vehicles.Car.CarController>(); }
void Start() { cac = GetComponent <UnityStandardAssets.Vehicles.Car.CarAIControl> (); cc = GetComponent <UnityStandardAssets.Vehicles.Car.CarController> (); }
private void Start() { m_Car = GetComponent <CarController>(); _netMqListener = new NetMqListener(HandleMessageCar); _netMqListener.Start(); }
private void Awake() { // get the car controller m_Car = GetComponent<CarController>(); source = this.GetComponent<AudioSource>(); }
private void Awake() { _car = GetComponent<CarController>(); }
//public Text input; private void Awake() { // get the car controller m_Car = GetComponent<CarController>(); //previousAngle = target.transform.rotation.eulerAngles.z; }
private CarController m_Car; // the car controller we want to use // Use this for initialization void Start() { m_Car = GetComponent <CarController>(); }
// Use this for initialization void Start() { dial = GetComponent <TextMesh> (); timer = 0f; cc = car.GetComponent <UnityStandardAssets.Vehicles.Car.CarController> (); }
private void Reset() { m_Rigidbody = this.GetComponent <Rigidbody>(); carController = this.GetComponent <UnityStandardAssets.Vehicles.Car.CarController>(); }
// Start is called before the first frame update void Start() { controller = car.transform.GetComponent <UnityStandardAssets.Vehicles.Car.CarController>(); thisSpeedo = this; }
public void Start() { cc = GetComponent <CarController>(); // cc.TestTorque(); }
private void Awake() { // get the car controller m_Car = GetComponent <CarController>(); arduino = GetComponent <ArduinoConnectorScriptCar>(); }
/* * Manages one race. */ //Sets up all the references the racemanager will need. Car is set from the gamemanager script. public void setUpReferences() { m_CarOnTriggerEnter = m_Car.GetComponentInChildren <CarOnTriggerEnter> (); m_CarController = m_Car.GetComponentInChildren <UnityStandardAssets.Vehicles.Car.CarController> (); }
private void Awake() { m_Car = GetComponent <CarController>(); }
private void Update() { int startFrame = 10; int offset = 0; if (num > startFrame) { int num1 = num - startFrame + offset; string imageName = num1.ToString().PadLeft(6, '0') + ".jpg"; string depthMapName = num1.ToString().PadLeft(6, '0') + ".jpg"; string pointCloudName = num1.ToString().PadLeft(6, '0') + ".bin"; if (speedupCapture) { //only transfer mode for once in one frame, either from rgb to depth or from depth to rgb, to reduce computation if (isImageMode) { //RGB image capture if (captureImage) { //changeShader(rgbShader); byte[] image = getRenderResult(); File.WriteAllBytes(outputPath + "//images//" + imageName, image); } if (captureDepthMap || capturePointCloud) { changeShader(depthShader); isImageMode = false; //depth map capture if (captureDepthMap) { byte[] imageDepth = getRenderResult(); File.WriteAllBytes(outputPath + "//depth//" + depthMapName, imageDepth); } //point cloud capture if (capturePointCloud) { byte[] pcByteArray = getPointCloud(); File.WriteAllBytes(outputPath + "//velodyne//" + pointCloudName, pcByteArray); } } } else { if (captureDepthMap || capturePointCloud) { //depth map capture if (captureDepthMap) { byte[] imageDepth = getRenderResult(); File.WriteAllBytes(outputPath + "//depth//" + depthMapName, imageDepth); } //point cloud capture if (capturePointCloud) { byte[] pcByteArray = getPointCloud(); File.WriteAllBytes(outputPath + "//velodyne//" + pointCloudName, pcByteArray); } } //RGB image capture if (captureImage) { changeShader(rgbShader); isImageMode = true; byte[] image = getRenderResult(); File.WriteAllBytes(outputPath + "//images//" + imageName, image); } } } else { //always change the shader back to rgb. //RGB image capture if (captureImage) { //changeShader(rgbShader); //isImageMode = true; byte[] image = getRenderResult(); File.WriteAllBytes(outputPath + "//images//" + imageName, image); } if (captureDepthMap || capturePointCloud) { changeShader(depthShader); isImageMode = false; //depth map capture if (captureDepthMap) { byte[] imageDepth = getRenderResult(); File.WriteAllBytes(outputPath + "//depth//" + depthMapName, imageDepth); } //point cloud capture if (capturePointCloud) { byte[] pcByteArray = getPointCloud(); File.WriteAllBytes(outputPath + "//velodyne//" + pointCloudName, pcByteArray); } } if (!isImageMode) { changeShader(rgbShader); isImageMode = true; } } // Copy calibration data if (copyCameraCalibration) { string sourceFile = outputPath + "//calib//base.txt"; string destFile = outputPath + "//calib//" + num1.ToString().PadLeft(6, '0') + ".txt"; System.IO.File.Copy(sourceFile, destFile, true); } if (saveEnd2EndLabel) { string fileName = outputPath + "//end2endLabels.csv"; UnityStandardAssets.Vehicles.Car.CarController carController = GameObject.Find("MainCar").GetComponent <UnityStandardAssets.Vehicles.Car.CarController>(); WriteTrainData(fileName, imageName, carController.CurrentSteerAngle); } if (saveBoundingBoxLabel) { String contents = getBoundingBox2D(cars, "Car") + getBoundingBox2D(vans, "Van") + getBoundingBox2D(trams, "Tram"); string fileName = outputPath + "//labels//" + num1.ToString().PadLeft(6, '0') + ".txt"; StreamWriter writer = new StreamWriter(fileName); writer.WriteLine(contents); writer.Close(); } //changeShader(rgbShader); RenderTexture.active = null; mainCam.targetTexture = null; } num++; }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody>(); carController = GetComponent <UnityStandardAssets.Vehicles.Car.CarController>(); Monitor.SetActive(true); }
public void Start() { cc = GetComponent<CarController>(); // cc.TestTorque(); }
private void Awake() { // Set up the reference to the aeroplane controller. m_Aeroplane = GetComponent<CarController>(); }
void Awake() { carController = GetComponent<UnityStandardAssets.Vehicles.Car.CarController>(); playerMgr = GameObject.FindObjectOfType<PlayerManager>(); }
void Awake() { m_Car = GetComponent <UnityStandardAssets.Vehicles.Car.CarController>(); }
private void Start() { Time.timeScale = 1; maxVelocity = 20; acceleration = 1f; timeStep = 0.05f; numberOfSteps = 5; time = 0; steerDirection = 0; accelerationDirection = 0; brake = 0; handBrake = 0; crashed = false; crashTime = 0; crashCheckTime = 0.5f; crashDirection = 0; previousPosition = Vector3.up; terrain_manager = terrain_manager_game_object.GetComponent <TerrainManager>(); m_Car = GetComponent <CarController>(); InitializeCSpace(); // note that both arrays will have holes when objects are destroyed // but for initial planning they should work friends = GameObject.FindGameObjectsWithTag("Player"); enemies = GameObject.FindGameObjectsWithTag("Enemy"); MSC = GameObject.FindGameObjectWithTag("CreateMSC"); int carNumber = 0; for (int i = 0; i < friends.Length; ++i) { if (friends[i].name == this.name) { carNumber = i; break; } } Debug.Log("Start computing path"); List <Vector3>[] all_paths = MSC.GetComponent <CreateMSC>().GetPaths(); List <Vector3> my_path = all_paths[carNumber]; Point startPoint = new Point((int)transform.position.x, (int)transform.position.z); Point endPoint = new Point((int)my_path[0].x, (int)my_path[0].z); PathGenerator aStar = new PathGenerator(terrain_manager, null); List <Vector3> startPath = aStar.GetPath(startPoint, endPoint, transform.rotation.eulerAngles.y); finalPath = startPath; mscPath = new List <Vector3>(); // Add your own path, without last node (origin) for (int i = 0; i < my_path.Count - 2; ++i) { Point a = new Point((int)my_path[i].x, (int)my_path[i].z); Point b = new Point((int)my_path[(i + 1) % my_path.Count].x, (int)my_path[(i + 1) % my_path.Count].z); List <Vector3> p; float dir = Quaternion.LookRotation(new Vector3(b.x, 0, b.y) - new Vector3(a.x, 0, a.y)).eulerAngles.y; p = aStar.GetPath(a, b, dir); mscPath.AddRange(p); } // Add path of car with final node to yours, so that you can try to complete it int choosen_car = -1; float dist_closest_end = float.MaxValue; Vector3 my_last_node = my_path[my_path.Count - 2]; for (int i = 0; i < friends.Length; i++) { if (i == carNumber) { continue; } if (all_paths[i].Count < 2) { continue; } Vector3 other_car_last_node_path = all_paths[i][all_paths[i].Count - 2]; float dist = Vector3.Distance(my_last_node, other_car_last_node_path); if (dist < dist_closest_end) { dist_closest_end = dist; choosen_car = i; } } Debug.Log(string.Format("I am {0}, best car: {1}, dist={2}", carNumber, choosen_car, dist_closest_end)); List <Vector3> other_car_path = all_paths[choosen_car]; for (int i = other_car_path.Count - 2; i > 0; i--) { Point a = new Point((int)other_car_path[i].x, (int)other_car_path[i].z); Point b = new Point((int)other_car_path[(i - 1) % other_car_path.Count].x, (int)other_car_path[(i - 1) % other_car_path.Count].z); List <Vector3> p; float dir = Quaternion.LookRotation(new Vector3(b.x, 0, b.y) - new Vector3(a.x, 0, a.y)).eulerAngles.y; p = aStar.GetPath(a, b, dir); mscPath.AddRange(p); } Debug.Log("Path computed"); }
// Use this for initialization void Start() { car = GetComponent <UnityStandardAssets.Vehicles.Car.CarController>(); initSpeed = car.m_Topspeed; }
public float CrossTrackError(CarController cc) { next_wp = NextWaypoint(cc); var pos = cc.transform.position; // Previous waypoint prev_wp = next_wp - 1; if (next_wp == 0) { prev_wp = waypoints.Count - 1; } // This projects the vehicle position onto the line // from the previous waypoint to the next waypoint. var n = waypoints[next_wp] - waypoints[prev_wp]; var x = pos - waypoints[prev_wp]; var v = new Vector2(n.x, n.z); // current vehicle position var x0 = new Vector2(x.x, x.z); // find the projection of x onto v var proj = (Vector2.Dot(x0, v) / Mathf.Abs(v.x * v.x + v.y * v.y)) * v; var t = Mathf.Clamp(proj.magnitude / n.magnitude, 0, 1); // Debug.Log(string.Format("Progress between waypoints {0} and {1} = {2}", prev_wp, next_wp, t)); // Cross track error // var threshold = 0.05f; // if (t >= (1 - threshold)) { // var p0 = prev_wp; // var p1 = next_wp; // var p2 = (next_wp + 1) % waypoints.Count; // var i1 = threshold * waypoints[p0] + (1-threshold) * waypoints[p1]; // var i2 = (1-threshold) * waypoints[p1] + threshold * waypoints[p2]; // var v0 = new Vector2(i1.x, i1.z); // var v1 = new Vector2(waypoints[p1].x, waypoints[p1].z); // var v2 = new Vector2(i2.x, i2.z); // var newt = (t - (1-threshold)) / (threshold * 2f); // var bp = BezierPoint(v0, v1, v2, newt) - new Vector2(waypoints[p0].x, waypoints[p0].z); // // Debug.Log(string.Format("Bezier point {0}, Actual projection {1}, Position {2} {3} {4}", bp, proj, x0, t, newt)); // proj = bp; // } else if (t <= threshold) { // var p2 = next_wp; // var p1 = prev_wp; // var p0 = prev_wp - 1; // if (p1 == 0) { // p0 = waypoints.Count-1; // } // var i1 = threshold * waypoints[p0] + (1-threshold) * waypoints[p1]; // var i2 = (1-threshold) * waypoints[p1] + threshold * waypoints[p2]; // var v0 = new Vector2(i1.x, i1.z); // var v1 = new Vector2(waypoints[p1].x, waypoints[p1].z); // var v2 = new Vector2(i2.x, i2.z); // var newt = (t / (threshold * 2f)) + 0.5f; // var bp = BezierPoint(v0, v1, v2, newt) - new Vector2(waypoints[p1].x, waypoints[p1].z); // // Debug.Log(string.Format("Bezier point {0}, Actual projection {1}, Position {2} {3} {4}", bp, proj, x0, t, newt)); // proj = bp; // } var cte = (x0 - proj).magnitude; // Debug.Log(string.Format("pos = {0}, v = {1} proj = {2}, cte = {3}", x0, v, proj, cte)); // This compares the projected position and the current vehicle position // to a point in the center of the lake. // If projected position is closer is means the vehicle is to the right of the line // hence the CTE will be negative (turn left). // If the vehicle position is closer is means the vehicle is to the left of the line // hence the CTE will be positive (turn right). var centerPoint = new Vector3(-14.4f, 0f, 76.9f) - waypoints[prev_wp]; var centerPoint2D = new Vector2(centerPoint.x, centerPoint.z); var centerToPos = Vector2.Distance(centerPoint2D, x0); var centerToRef = Vector2.Distance(centerPoint2D, proj); if (centerToPos <= centerToRef) { cte *= -1f; } return(cte); }
private void Awake() { // get the car controller m_Car = GetComponent <UnityStandardAssets.Vehicles.Car.CarController>(); }
public string playerControllerID = "P1"; // player id string to be added to end of input name to change it to the proper player input public void Initialize() { // get the car controller m_Car = GetComponent <CarController>(); }
protected override void initialize() { car = GetComponent<CarController>(); item = GetComponent<MyCarItem>(); }
private void Awake() { // get the car controller m_Car = GetComponent <CarController>(); rb = this.GetComponent <Rigidbody>(); }