//Fill the array with the caamera positions for the race preview void Start() { //Get the scripts corresponding to this car mainCarScript = transform.root.GetComponent <NetworkCar>(); camChange = transform.root.GetComponent <cam_change>(); playerIDScript = transform.root.GetComponent <PlayerID>(); //Fill the array (indexes 0 and 1 will be useless) cameraPos = transform.parent.GetComponentsInChildren <Transform>(); //Set first camera at position 2 transform.position = cameraPos[2].position; transform.rotation = cameraPos[2].rotation; preview = RunPreviewCamera(); StartCoroutine(preview); //Set the racing state to false in the maincarscript mainCarScript.racing = false; //Get Fanari GUIs fanaria = GameObject.Find("Fanari").GetComponentsInChildren <Image>(); for (int i = 0; i <= 3; i++) { fanaria[i].enabled = false; } //Set Previewing to true so the user can't change cameras with enter on cam_change script camChange.previewing = true; runningFanari = false; }
//private bool tyre_grounded; // Use this for initialization void Start() { script = transform.root.GetComponent <NetworkCar>(); tyresArray[0] = GameObject.Find("newcar/Car/Car_Outside/Tyres/Tyres_FL"); tyresArray[1] = GameObject.Find("newcar/Car/Car_Outside/Tyres/Tyres_FR"); tyresArray[2] = GameObject.Find("newcar/Car/Car_Outside/Tyres/Tyres_RL"); tyresArray[3] = GameObject.Find("newcar/Car/Car_Outside/Tyres/Tyres_RR"); }
void Awake() { carCollider = gameObject.GetComponent <Collider>(); carRB = gameObject.GetComponent <Rigidbody>(); script = GetComponent <NetworkCar>(); myTransform = transform; rend1 = transform.Find("newcar/Car/Car_Outside/carBody").GetComponent <Renderer>(); spawnPoints[0] = GameObject.Find("Spawn1").GetComponent <Transform>(); spawnPoints[1] = GameObject.Find("Spawn2").GetComponent <Transform>(); }
void OnTriggerEnter(Collider col) { if (col.tag == "Player") { /* * Debug.Log(col.gameObject); * Debug.Log(CheckPointZoneNumber); */ script = col.gameObject.GetComponent <NetworkCar>(); script.currentCheckpoint = CheckPointZoneNumber; //Set true the array index of the car checkpoints to true script.fairRace[CheckPointZoneNumber] = true; } }
private IEnumerator roundEnding() { m_MessageText.text = "ROUND OVER\n\nGOOD JOB :D"; m_RoundWinner = null;//clear round winner of the previous round m_RoundWinner = GetRoundWinner();//get the winner of this round if (m_RoundWinner != null) m_RoundWinner.m_NumberOfRoundsWon++;//increment the number of rounds won for that player m_GameWinner = GetGameWinner();//get the game winner if there is one string _Message = GetEndMessage(); RpcUpdateMessage(_Message); RpcRoundEnding(); yield return m_EndWait; }
void OnTriggerEnter(Collider col) { if (col.tag == "Player") { passedAllCheckpoints = true; carscript = col.GetComponent <NetworkCar>(); Debug.Log(carscript); //Check if the car has passed from all checkpoints Debug.Log(carscript.currentLap); for (int i = 0; i <= 6; i++) { if (carscript.fairRace[i] != true) { passedAllCheckpoints = false; } } if (passedAllCheckpoints == true) { //Finish race if (carscript.currentLap == 3 && !carscript.raceFinished) { carscript.speed = 0; carscript.racing = false; carscript.raceFinished = true; carscript.raceWon = true; } //Add a lap if the car has passed from all checkpoints carscript.currentLap = carscript.currentLap + 1; lapText.text = "Lap: " + carscript.currentLap; //Change the besttime GUI text if the car did a better lap if (carscript.lapTime < carscript.bestTime || carscript.bestTime == 0) { //If it's not the start of the race show green arrow and better time if (carscript.bestTime != 0) { betterLapImage.enabled = true; betterLapText.text = (carscript.lapTime - carscript.bestTime).ToString("F3"); betterLapText.enabled = true; StartCoroutine(WaitFiveGreen()); } //Set the best time as this laptime. carscript.bestTime = carscript.lapTime; bestTimeText.text = carscript.bestTime.ToString("F3"); } else if (carscript.lapTime >= carscript.bestTime && carscript.bestTime != 0) { //if it's not the start of the race show red arrow and worse time worseLapImage.enabled = true; worseLapText.text = (carscript.lapTime - carscript.bestTime).ToString("F3"); worseLapText.enabled = true; StartCoroutine(WaitFiveRed()); } //Show final lap if it's race mode //Debug.Log(SceneManager.GetActiveScene().name); if (carscript.currentLap == 3 && SceneManager.GetActiveScene().name == "Physics_Test_scene") { Debug.Log("Physics"); FinalLapText.enabled = true; StartCoroutine(WaitFiveFinal()); } carscript.lapTime = 0; } passedAllCheckpoints = false; //Reset array for (int i = 0; i <= 6; i++) { carscript.fairRace[i] = false; } } }
void OnTriggerEnter(Collider col) { if (col.tag == "Player") { passedAllCheckpoints = true; carscript = col.GetComponent <NetworkCar>(); //Check if the car has passed from all checkpoints for (int i = 0; i <= 6; i++) { if (carscript.fairRace[i] != true) { passedAllCheckpoints = false; } } if (passedAllCheckpoints == true) { //This is for race so the game ends at lap3 /* * if (carscript.currentLap == 3) * { * carscript.speed = 0; * carscript.racing = false; * } */ //Add a lap if the car has passed from all checkpoints carscript.currentLap = carscript.currentLap + 1; lapText.text = "Lap: " + carscript.currentLap; //Change the besttime GUI text if the car did a better lap if (carscript.lapTime < carscript.bestTime || carscript.bestTime == 0) { //If it's not the start of the race show green arrow and better time if (carscript.bestTime != 0) { betterLapImage.enabled = true; betterLapText.text = (carscript.lapTime - carscript.bestTime).ToString("F3"); betterLapText.enabled = true; StartCoroutine(WaitFiveGreen()); } //Set the best time as this laptime. carscript.bestTime = carscript.lapTime; bestTimeText.text = carscript.bestTime.ToString("F3"); } else if (carscript.lapTime >= carscript.bestTime && carscript.bestTime != 0) { //if it's not the start of the race show red arrow and worse time worseLapImage.enabled = true; worseLapText.text = (carscript.lapTime - carscript.bestTime).ToString("F3"); worseLapText.enabled = true; StartCoroutine(WaitFiveRed()); } //Show final lap if it's race mode /* * if (carscript.currentLap == 3) * { * FinalLapText.enabled = true; * StartCoroutine(WaitFiveFinal()); * } */ carscript.lapTime = 0; } passedAllCheckpoints = false; //Reset array for (int i = 0; i <= 6; i++) { carscript.fairRace[i] = false; } } }
void Awake() { myNetworkCar = GetComponent<NetworkCar>(); myAudioSource = GetComponent<AudioSource>(); }
private void Start() { m_Car = carGameObject.GetComponent <NetworkCar>(); }