private void Awake() { uiManager = FindObjectOfType <UIManager>(); polePositionManager = FindObjectOfType <PolePositionManager>(); //Color por defecto del coche (primero de los que se pueden seleccionar) color.r = 245 / 255f; color.g = 73 / 255f; color.b = 93 / 255f; color.a = 1f; //Lobby callbacks PlayerLobby.OnIsReady += ChangePlayerIsReady; PlayerLobby.OnName += ChangePlayerName; PlayerLobby.OnColor += ChangeColor; PlayerLobby.OnIsLeader += ChangeIsLeader; //Race callbacks SetupPlayer.OnCurrentPosition += ChangeCurrentPosition; SetupPlayer.OnCurrentLap += ChangeCurrentLap; SetupPlayer.OnDistanceTravelled += ChangeDistanceTravelled; SetupPlayer.OnGoingBackwards += ChangeGoingBackwards; SetupPlayer.OnRaceEnded += ChangeRaceEnded; SetupPlayer.OnLastSafePosition += ChangeLastSafePosition; SetupPlayer.OnCrashRecoverForward += ChangeCrashRecoverForward; RaceTimer.OnTotalTime += ChangeTotalTime; RaceTimer.OnLapTime += ChangeLapTime; }
private void Awake() { m_PlayerInfo = GetComponent <PlayerInfo>(); m_PlayerController = GetComponent <PlayerController>(); m_PolePositionManager = FindObjectOfType <PolePositionManager>(); m_UIManager = FindObjectOfType <UIManager>(); }
void GetRefs() { if (!m_PlayerInfo) { m_PlayerInfo = GetComponent <PlayerInfo>(); } if (!m_PlayerController) { m_PlayerController = GetComponent <PlayerController>(); } if (!m_PolePositionManager) { m_PolePositionManager = FindObjectOfType <PolePositionManager>(); } if (!m_UIManager) { m_UIManager = FindObjectOfType <UIManager>(); } if (!rb) { rb = GetComponent <Rigidbody>(); } if (!bc) { bc = GetComponent <BoxCollider>(); } }
/* * Añade funcionalidad a los botones de ready, not ready y start */ public void SetReadyButtonsFunctions(PlayerInfo localPlayer) { readyButton.onClick.RemoveAllListeners(); notReadyButton.onClick.RemoveAllListeners(); startButton.onClick.RemoveAllListeners(); if (!polePosition) { polePosition = FindObjectOfType <PolePositionManager>(); } if (localPlayer.isServer) { readyButton.gameObject.SetActive(false); notReadyButton.gameObject.SetActive(false); startButton.gameObject.SetActive(true); startButton.onClick.AddListener(() => polePosition.StartGame()); } else { readyButton.gameObject.SetActive(!localPlayer.ready); notReadyButton.gameObject.SetActive(localPlayer.ready); startButton.gameObject.SetActive(false); readyButton.onClick.AddListener(() => localPlayer.CmdSetReady(true)); notReadyButton.onClick.AddListener(() => localPlayer.CmdSetReady(false)); } }
public override void Awake() { if (_polePositionManager == null) { _polePositionManager = FindObjectOfType <PolePositionManager>(); } }
public void StartCountdown() { countdownText = GetComponent <Text>(); polePositionManager = FindObjectOfType <PolePositionManager>(); StartCoroutine(DecreaseCountdown()); }
private void Awake() { m_PlayerInfo = GetComponent <PlayerInfo>(); m_PlayerController = GetComponent <PlayerController>(); m_NetworkManager = FindObjectOfType <NetworkManagerPolePosition>(); m_PolePositionManager = FindObjectOfType <PolePositionManager>(); m_UIManager = FindObjectOfType <UIManager>(); debug = m_UIManager.GetDebugText(); }
/* Awake(): establece las relaciones de esta clase con el resto de las necesarias. * Para ello o bien las busca en el componente o bien las busca en el proyecto. * También inicializa el valor de la referencia de m_MyNetworkManager con esta clase. */ private void Awake() { m_PlayerInfo = GetComponent <PlayerInfo>(); m_PlayerController = GetComponent <PlayerController>(); m_NetworkManager = FindObjectOfType <NetworkManager>(); m_PolePositionManager = FindObjectOfType <PolePositionManager>(); m_UIManager = FindObjectOfType <UIManager>(); m_MyNetworkManager = FindObjectOfType <MyNetworkManager>(); m_MyNetworkManager.m_SetUpPlayer = this; }
private void Awake() { // Se buscan las referencias del PolePositionNetworkManager y del PolePositionManager if (m_NetworkManager == null) { m_NetworkManager = FindObjectOfType <PolePositionNetworkManager>(); } if (m_PolePositionManager == null) { m_PolePositionManager = FindObjectOfType <PolePositionManager>(); } }
/* * Se crean las entradas del diccionario que se usarán para saber qué material se le debe asignar al coche * en función del color del botón pulsado y se cogen las referencias necesarias en caso de que no existan */ void GetRefs() { if (!networkManager) { networkManager = FindObjectOfType <CustomNetworkManager>(); } if (!mainCamera) { mainCamera = Camera.main.GetComponent <CameraController>(); } if (!chat) { chat = FindObjectOfType <CustomChat>(); } if (!polePosition) { polePosition = FindObjectOfType <PolePositionManager>(); } if (!uiManager) { uiManager = FindObjectOfType <UIManager>(); } if (!rb) { rb = GetComponent <Rigidbody>(); } if (CircuitProgress == null) { CircuitProgress = new CircuitProgress(); } if (colorOptions == null) { colorOptions = new Dictionary <string, Material>(); for (int i = 0; i < colors.Length; i++) { colorOptions.Add(ColorUtility.ToHtmlStringRGB(colors[i]), materials[i]); } } if (renderers == null || renderers.Length == 0) { renderers = GetComponentsInChildren <Renderer>(); } if (colliders == null || colliders.Length == 0) { colliders = GetComponentsInChildren <Collider>(); } if (lights == null || lights.Length == 0) { lights = GetComponentsInChildren <Light>(); } }
/// <summary> /// Método que reinicia al jugador en la misma posición que su esfera, para /// que pueda volver a la carrera en caso de accidente /// </summary> public void ResetPlayer() { PolePositionManager m_PolePositionManager = FindObjectOfType <PolePositionManager>(); // Accedemos a las esferas de debug para que a la hora de resetear la posición, el coche se centre en la carretera Vector3 newPos = m_PolePositionManager.m_DebuggingSpheres[m_PolePositionManager.m_Players.IndexOf(m_PlayerInfo)].GetComponent <Transform>().position; m_Transform.position = newPos + new Vector3(0, 1, 0); // Reseteamos la posición del jugador haciendo que mire en la dirección en la que se desarrolla la carrera Vector3 newRotation = m_PolePositionManager.m_CircuitController.m_PathPos[m_PlayerInfo.CurrentSegment + 1] - m_PolePositionManager.m_CircuitController.m_PathPos[m_PlayerInfo.CurrentSegment]; m_Transform.rotation = Quaternion.LookRotation(newRotation, new Vector3(0, 1, 0)); OnCrashDelegate(""); }
void GetRefs() { if (!uiManager) { uiManager = FindObjectOfType <UIManager>(); } if (!polePosition) { polePosition = FindObjectOfType <PolePositionManager>(); } if (!mainCamera) { mainCamera = Camera.main.gameObject.GetComponent <CameraController>(); } }
private void Awake() { m_PlayerInfo = GetComponent <PlayerInfo>(); m_PlayerController = GetComponent <PlayerController>(); m_UIManager = FindObjectOfType <UIManager>(); _polePositionManager = FindObjectOfType <PolePositionManager>(); // Controller for player input _playerInputController = GetComponent <PlayerInputController>(); // Gets the body material to update color Transform carBody = transform.Find("raceCar").Find("body"); m_BodyMaterial = carBody.GetComponent <Renderer>().materials[1]; }
public void Start() { playerInfo = GetComponent <PlayerInfo>(); uIManager = FindObjectOfType <UIManager>(); polePositionManager = FindObjectOfType <PolePositionManager>(); networkManager = FindObjectOfType <NetworkManagerPolePosition>(); //Se asigna como líder al jugador que entre primero a la partida //El líder puede acceder a los ajustes de la carrera e iniciar la misma CmdChangeIsLeader(playerInfo.isLeader); if (isLocalPlayer) { GetUIReferences(); } }
/* Awake: inicialización de variables y referencias a otras clases */ public void Awake() { m_PolePositionManager = FindObjectOfType <PolePositionManager>(); m_UIManager = FindObjectOfType <UIManager>(); m_cameraController = FindObjectOfType <CameraController>(); m_Rigidbody = GetComponent <Rigidbody>(); m_PlayerInfo = GetComponent <PlayerInfo>(); m_CurrentLap = -1; frictionCurve = axleInfos[0].leftWheel.sidewaysFriction; frictionCurve.extremumSlip = 0.3f; LapTime = new Stopwatch[5]; for (int i = 0; i < 5; i++) { LapTime[i] = new Stopwatch(); } numVueltas = m_PolePositionManager.numVueltas; }
private void Awake() { m_NetworkManager = FindObjectOfType <NetworkManager>(); m_CircuitController = FindObjectOfType <CircuitController>(); m_polePositionManager = FindObjectOfType <PolePositionManager>(); }