void OnTriggerEnter(Collider col)
 {
     if (col.CompareTag("Car"))
     {
         car = col.gameObject.GetComponent<CarBehavior>();
         car._DriveForward = true;
     }
 }
Example #2
0

        
    private void OnTriggerEnter(Collider other)
    {
        CarBehavior car         = other.gameObject.GetComponent <CarBehavior>();
        float       carRotation = other.gameObject.transform.rotation.eulerAngles.y;

        if (carRotation != goalRotation)
        {
            float rotationDifference = goalRotation - carRotation;
            car.SetNewRotation(rotationDifference, rotationSpeed);
        }
    }
Example #5
0
 private static void SetUpCarBehavior(CarBehavior cb)
 {
     cb.carTorque             = 70;
     cb.carAngle              = 10;
     cb.brakeSpeed            = 10000;
     cb.carDrive              = 2;
     cb.naturalFrequency      = 7;
     cb.dampingRatio          = 0;
     cb.forceShift            = 0.03f;
     cb.setSuspensionDistance = true;
 }
Example #6
0
    private void OnTriggerEnter(Collider other)
    {
        CarBehavior car = other.gameObject.GetComponent <CarBehavior>();

        if (car.road == road)
        {
            if (alternateRoad)
            {
                if (Random.Range(0, 2) == 1)
                {
                    car.SetNewRotation(alternateAngle, alternateSpeed);
                }
                else
                {
                    car.SetNewRotation(rotationAngle, rotationSpeed);
                }
            }
            else
            {
                car.SetNewRotation(rotationAngle, rotationSpeed);
            }
        }
    }
 void Start()
 {
     camera = FindObjectOfType <Camera> ();
     car    = FindObjectOfType <CarBehavior> ();
 }
Example #8
0
    private void OnTriggerEnter(Collider other)
    {
        CarBehavior car = other.gameObject.GetComponent <CarBehavior>();

        car.maxSpeed = SpeedSetting;
    }
Example #9
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 void setCurrentCar(CarBehavior car)
 {
     currentCar = car;
     Debug.Log(currentCar);
 }
Example #10
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 void Awake()
 {
     levelManager     = FindObjectOfType <LevelManager>();
     collider         = GetComponent <Collider>();
     carModelBehavior = GetComponentInChildren <CarBehavior>();
 }
Example #11
0
 // Use this for initialization
 void Start()
 {
     car = target.GetComponent<CarBehavior>();
 }
    void SpawnCar()
    {
        bool       spawned  = false;
        int        attempts = 0;
        GameObject vehicleData;

        while (!spawned && attempts < 20)
        {
            SpawnerDetails spawn = spawns[Random.Range(0, spawns.Count)];

            if (spawn.vehicle != lastVehicle && spawn.vehicle != secondToLastVehicle)
            {
                switch (spawn.vehicle)
                {
                case "BIKE":
                    vehicleData = Bike;
                    break;

                case "BOAT":
                    vehicleData = Boat;
                    break;

                case "HUMAN":
                    vehicleData = Human;
                    break;

                default:
                    //Default generates cars
                    vehicleData = vehicles[Random.Range(0, vehicles.Count)];
                    break;
                }

                CarBehavior newVehicle = vehicleData.GetComponent <CarBehavior>();
                newVehicle.road = spawn.road;

                switch (newVehicle.identity)
                {
                case "BUS":
                    spawn.position.y = (spawnY + 1.2f);
                    break;

                case "BIKE":
                    spawn.position.y = (spawnY - 2f);
                    break;

                case "BOAT":
                    spawn.position.y = (spawnY - 6f);
                    break;

                case "HUMAN":
                    spawn.position.y = (spawnY - 1.4f);
                    break;

                default:
                    break;
                }
                Instantiate(vehicleData, spawn.position, spawn.rotation);
                secondToLastVehicle = lastVehicle;
                lastVehicle         = newVehicle.identity;

                spawned = true;
            }
        }
    }