Example #1
0
    private void LoadMedalTimes()
    {
        string name = "track1";

        float[] g = new float[9] {
            1.86f, 8.74f, 13.32f, 18.86f, 25.24f, 28.86f, 38.24f, 43.36f, 51.90f
        };
        float[] s = new float[9] {
            2.122f, 9.74f, 15.32f, 21.86f, 29.24f, 32.86f, 43.24f, 48.96f, 59.90f
        };
        float[] b = new float[9] {
            2.80f, 11.70f, 18.65f, 26.05f, 34.07f, 37.73f, 52.35f, 58.21f, 68.79f
        };

        MedalTime track1 = new MedalTime(g, s, b);

        this.medalTimes.Add(name, track1);

        string toka = "AntinScene";

        float[] g2 = new float[3] {
            1.86f, 8.74f, 1.32f
        };
        float[] s2 = new float[3] {
            2.122f, 9.74f, 1.32f
        };
        float[] b2 = new float[3] {
            2.80f, 11.70f, 1.65f
        };

        MedalTime AntinScene = new MedalTime(g2, s2, b2);

        this.medalTimes.Add(toka, AntinScene);
    }
Example #2
0
    /// Track specific stuff that won't need change on resets
    private void SetUpTrackStuff()
    {
        pim = GameObject.FindGameObjectWithTag("PlayerManager").
              GetComponent <PlayerInputManager>();
        ship        = GameObject.FindGameObjectWithTag("Ship");
        checkpoints = GameObject.FindGameObjectWithTag("CheckpointManager").
                      GetComponent <CheckpointManager>().GetCheckpoints();
        trackTag = SceneManager.GetActiveScene().name;
        Debug.Log(trackTag);
        mt = MedalManager.Instance.GetMedalTimes(trackTag);

        startPoint = ship.transform.position;
        Debug.Log("Start Position" + startPoint);
    }