void OnTriggerEnter(Collider col) { if (col.CompareTag("Car")) { car = col.gameObject.GetComponent<CarBehavior>(); car._DriveForward = true; } }
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); } }
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; }
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> (); }
private void OnTriggerEnter(Collider other) { CarBehavior car = other.gameObject.GetComponent <CarBehavior>(); car.maxSpeed = SpeedSetting; }
void setCurrentCar(CarBehavior car) { currentCar = car; Debug.Log(currentCar); }
void Awake() { levelManager = FindObjectOfType <LevelManager>(); collider = GetComponent <Collider>(); carModelBehavior = GetComponentInChildren <CarBehavior>(); }
// 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; } } }