//Buy a car and save it to the player's garadge //The method accepts two parameters - Player and IStoreService //Player param is used to determin who is the buyer and //IStoreService is to give the player's access to the store public void BuyCar(Player player, IStoreService store) { store.ShowAvailableCarsForPlayer(player); Console.Write("Select a car: "); int carId = int.Parse(Console.ReadLine()); /* * string[] carParameters = ExtractCarName(carChoise); * string brand = carParameters[0]; * string model = carParameters[1];*/ //Get a car from the Db Car car = this.dbContext.Cars.Where(c => c.Id == carId).FirstOrDefault(); //Create a new object of mapping class CarPlayer CarPlayer carPlayer = new CarPlayer { Car = car, Player = player }; TaxPlayer(player, car); this.dbContext.CarPlayers.Add(carPlayer); this.dbContext.SaveChanges(); }
public void Respawn(Vector3 offset) { transform.position = new Vector3(gameController.checkPoints[currentCheckpoint].position.x, transform.position.y, gameController.checkPoints[currentCheckpoint].position.z); transform.rotation = Quaternion.LookRotation(gameController.checkPoints[currentCheckpoint].forward); //transform.LookAt(gameController.waypoints[nextCheckpoint]); transform.Translate(offset); rigidBody.velocity = Vector3.zero; CarPlayer carPlayer = GetComponent <CarPlayer>(); if (carPlayer) { carPlayer.DestroyTrails(); } }
public void DeactivateAllCars() { for (int i = 0; i < cars.Count; i++) { CarAI carAI = cars[i].GetComponent <CarAI>(); if (carAI) { carAI.enabled = false; } CarPlayer carPlayer = cars[i].GetComponent <CarPlayer>(); if (carPlayer) { carPlayer.enabled = false; } // Stop engine sound CarSoundManager soundManager = cars[i].GetComponent <CarSoundManager>(); if (soundManager) { soundManager.StopEngine(); } } }
void Awake() { _instance = this; }