public void ControlBegin() { m_game = FindObjectOfType <BikeGangs>(); m_readyForUpdate = true; transform.position = iTween.PointOnPath(m_game.RoadGenerator.RoadPoints, m_progress) + new Vector3(0.0f, Height, OffsetZ); }
public void Begin() { m_game = FindObjectOfType <BikeGangs>(); m_renderer = GetComponent <MeshRenderer>(); Color materialColor = m_renderer.material.color; // materialColor.b = materialColor.b + Random.Range(-0.15f, 0.15f); m_renderer.material.color = materialColor; }
public void Begin() { m_game = FindObjectOfType <BikeGangs>(); for (int i = 0; i < MaxCars; ++i) { GameObject newCar = Instantiate(TrafficPrefab.gameObject); newCar.GetComponent <Car>().Begin(); m_freeCars.Add(newCar); newCar.name = "car " + i.ToString(); } }
public void RiderStart() { m_heatmap = GetComponent <Heatmap>(); m_steering = GetComponent <Steering>(); m_game = FindObjectOfType <BikeGangs>(); m_started = true; m_moveSpeed = Random.Range(MinMoveSpeed, MaxMoveSpeed); m_offset = Random.Range(-m_game.RoadGenerator.RoadWidth, m_game.RoadGenerator.RoadWidth); m_targetOffset = m_game.RoadGenerator.RoadWidth / 12.0f * 3.0f; m_heatmap.Begin(); m_accumulatorMultiplier = Random.Range(0.0f, 10.0f); m_accumulatorMultiplier += Random.Range(0.0f, 0.5f); }