void SetPlayerLocks(bool aState) { // tell all of the players to set their locks for (int i = 0; i < numberOfRacers; i++) { thePlayerScript = ( CarController_MVD )playerList [i]; thePlayerScript.SetLock(aState); } }
void Init() { // incase we need to change the timescale, it gets set here Time.timeScale = gameSpeed; // tell race manager to prepare for the race GlobalRaceManager.Instance.InitNewRace(totalLaps); // initialize some temporary arrays we can use to set up the players Vector3 [] playerStarts = new Vector3 [numberOfRacers]; Quaternion [] playerRotations = new Quaternion [numberOfRacers]; // we are going to use the array full of start positions that must be set in the editor, which means we always need to // make sure that there are enough start positions for the number of players for (int i = 0; i < numberOfRacers; i++) { // grab position and rotation values from start position transforms set in the inspector playerStarts [i] = (Vector3)startPoints [i].position; playerRotations [i] = ( Quaternion )startPoints [i].rotation; } SpawnController.Instance.SetUpPlayers(playerPrefabList, playerStarts, playerRotations, playerParent, numberOfRacers); playerTransforms = new ArrayList(); // now let's grab references to each player's controller script playerTransforms = SpawnController.Instance.GetAllSpawnedPlayers(); playerList = new ArrayList(); for (int i = 0; i < numberOfRacers; i++) { Transform tempT = (Transform)playerTransforms[i]; CarController_MVD tempController = tempT.GetComponent <CarController_MVD>(); playerList.Add(tempController); BaseAIController tempAI = tempController.GetComponent <BaseAIController>(); // tell each player where to find the waypoints tempAI.SetWayController(WaypointControllerForAI); tempController.Init(); // tell the car controller script about the waypoint controller so it can pass it on to the racecontroller (!) tempController.SetWayController(WaypointControllerForAI); } // grab a ref to the player's gameobject for later playerGO1 = SpawnController.Instance.GetPlayerGO(0); // add an audio listener to the first car so that the audio is based from the car rather than the main camera playerGO1.AddComponent <AudioListener>(); // look at the main camera and see if it has an audio listener attached AudioListener tempListener = Camera.main.GetComponent <AudioListener>(); // if we found a listener, let's destroy it if (tempListener != null) { Destroy(tempListener); } // grab a reference to the focussed player's car controller script, so that we can // do things like access its speed variable focusPlayerScript = ( CarController_MVD )playerGO1.GetComponent <CarController_MVD>(); // assign this player the id of 0 focusPlayerScript.SetID(0); // set player control focusPlayerScript.SetUserInput(true); // tell the camera script to target this new player cameraScript.SetTarget(playerGO1.transform); // do initial lap counter display UpdateLapCounter(1); // lock all the players on the spot until we're ready to go SetPlayerLocks(true); // start the game in 3 seconds from now Invoke("StartRace", 4); // update positions throughout the race, but we don't need // to do this every frame, so just do it every half a second instead InvokeRepeating("UpdatePositions", 0.5f, 0.5f); // hide our count in numbers HideCount(); // schedule count in messages Invoke("ShowCount3", 1); Invoke("ShowCount2", 2); Invoke("ShowCount1", 3); Invoke("HideCount", 4); // hide final position text finalPositionText.gameObject.SetActive(false); doneFinalMessage = false; // start by hiding our wrong way message wrongWaySign.SetActive(false); didInit = true; }