// Use this for initialization void Awake() { GuestManager.LoadGuestData(); GuestManager.CurrentRaceresults.Clear(); for (int i = 0; i <= 9; i++) { //TurtlesInTheRace[i].name = AllTurtlesData[i].name; TurtlesInTheRace[i].name = gameObject.GetComponent <TurtleNamer>().GiveNewRandomName(); } DeactivateObjects(possibleTracks); DeactivateObjects(possibleFinishLines); int randomTrack = Random.Range(0, possibleTracks.Length); int randomLength = Random.Range(0, possibleFinishLines.Length); possibleTracks[randomTrack].SetActive(true); possibleFinishLines[randomLength].SetActive(true); RaceInfoSurface.text = "Surface: " + possibleTracks[randomTrack].name; RaceInfoLength.text = "Length: " + possibleFinishLines[randomLength].name; FinishLineCam.gameObject.transform.position = new Vector3(FinishLineCam.transform.position.x, FinishLineCam.transform.position.y, possibleFinishLines[randomLength].transform.position.z); FinishLineLocator.transform.position = possibleFinishLines[randomLength].transform.position; isBettingOpen = true; string exampleName = TurtlesInTheRace[Random.Range(2, 5)].name; bettingOpenInstructions.text = "Type ''" + exampleName + " Win 10'' to bet 10 on " + exampleName + " to win!"; }
// Use this for initialization void Awake() { Debug.Log("Loading data..."); GuestManager.LoadGuestData(); //Debug.Log("Clearing race results..."); GuestManager.CurrentRaceresults.Clear(); TurtleAuctionManager.TurtlesForAuction.Clear(); for (int i = 0; i <= 9; i++) { //TurtlesInTheRace[i].name = AllTurtlesData[i].name; if (GuestManager.NextRacesTurtles.Count <= i) //If there are less custom turtles entered than the number of names we have filled out { //Debug.Log("GuestManager.NextRacesTurtles.Count is at " + GuestManager.NextRacesTurtles.Count + " and i is at " + i); //print(i + " nextracesturtlescount " + GuestManager.NextRacesTurtles.Count); TurtlesInTheRace[i].name = gameObject.GetComponent <TurtleNamer>().GiveNewRandomName(); TurtleAI thisAI = TurtlesInTheRace[i].GetComponent <TurtleAI>(); thisAI.myTurtleData.MyScaleX = Random.Range(-10, 10); thisAI.myTurtleData.MyScaleY = Random.Range(-10, 10); //print("making a fake turtle name"); } else { TurtlesInTheRace[i].GetComponent <TurtleAI>().myTurtleData = GuestManager.NextRacesTurtles[i]; } } //Debug.Log("Deactivating objects..."); DeactivateObjects(possibleTracks); DeactivateObjects(possibleFinishLines); int randomTrack = Random.Range(0, possibleTracks.Length - 1); int randomLength = Random.Range(0, possibleFinishLines.Length - 1); if (PlayerPrefs.HasKey("NextSurface")) { randomTrack = PlayerPrefs.GetInt("NextSurface"); randomLength = PlayerPrefs.GetInt("NextLength"); //Debug.Log("Oh shit we loaded the random legnth from playerprefs, this has caused issues, it is " + randomLength); } if (PlayerPrefs.HasKey("NextPurse")) { Purse = PlayerPrefs.GetInt("NextPurse"); } //Debug.Log("Picking random track..."); possibleTracks[randomTrack].SetActive(true); //Debug.Log("Picking random finish line..."); possibleFinishLines[randomLength].SetActive(true); //Debug.Log("Picking track name..."); TrackName = possibleTracks[randomTrack].name; RaceInfoSurface.text = "Surface: " + TrackName; //Debug.Log("Writing track length..."); RaceInfoLength.text = "Length: " + possibleFinishLines[randomLength].name; //Debug.Log("Setting up finish line..."); FinishLineCam.gameObject.transform.position = new Vector3(FinishLineCam.transform.position.x, FinishLineCam.transform.position.y, possibleFinishLines[randomLength].transform.position.z); FinishLineLocator.transform.position = possibleFinishLines[randomLength].transform.position; isBettingOpen = true; //Debug.Log("picking random name for HUD..."); string exampleName = TurtlesInTheRace[Random.Range(2, 5)].name; bettingOpenInstructions.text = "Type ''" + exampleName + " Win 10'' to bet 10 on " + exampleName + " to win!"; }
void Awake() { GuestManager.LoadGuestData(); GuestManager.NextRacesTurtles.Clear(); }
void Awake() { GuestManager.LoadGuestData(); }