/* Freezes the game, feeds successful player record * into new ghost car then starts timer. */ void PrepareForNewWave() { Time.timeScale = 0; m_Paused = true; GhostCar ghost = Managers.ObjectManager.AvailableGhostCar; ghost.SetData(m_PlayerCar.RecordArray, m_CurrentEntranceExitPair); ghost.UpdateParams(m_CurrentLevel); m_AllCars.Add(ghost); StartCoroutine(TimerRoutine()); }
void OnTriggerExit2D(Collider2D coll) { if (coll.tag == "PlayerCar") { if (!lapController.LapStarted) { lapController.LapStarted = true; ghostCar = coll.GetComponent <GhostCar>(); ghostCar.isRecording = true; } else { if (gc.CanFinishLap) { lapController.LapFinished(); } else { } } } }