void AddScore(RaceRing ring) { if (remainingRings > 0) { remainingRings--; UpdateScore(); } //see how this is done in deliverable 1 ding.Play(); }
// Called when the player goes through a ring in the correct direction private void Checkpoint(RaceRing ring) { // increment the index nextIndex++; // Check if the course was completed if (nextIndex > rings.Length - 1) { finished = true; finalTime = Time.time - timeStart; return; } // activate the next ring rings[nextIndex].trigger.enabled = true; }
// Called when the player goes through a ring in the incorrect direction private void Penalty(RaceRing ring) { // Add a time penalty to the clock timeStart -= timePenalty; }