protected void VehicleAwake() { moveController = GetComponent <VehicleController>(); movement = GetComponent <VehicleMovement>(); rigidBody = GetComponent <Rigidbody2D>(); Debug.Log(rigidBody.gameObject.name); }
protected List <VehicleMovement> CreateVehicleMovementsTest() { var vehicleMovements = new List <VehicleMovement>(); VehicleMovement movement = new VehicleMovement() { Time = DateTime.Now, User = CreateTestUser(), //Vehicle = CreateTestVehicle1(), OriginZone = CreateTestZone50Cap(), DestinationZone = CreateTestZone50Cap() }; movement.Id = 1; vehicleMovements.Add(movement); VehicleMovement movementTwo = new VehicleMovement() { Time = DateTime.Now, User = CreateTestUser(), // Vehicle = CreateTestVehicle1(), OriginZone = CreateTestZone50Cap(), DestinationZone = CreateTestZone50Cap() }; movementTwo.Id = 2; vehicleMovements.Add(movementTwo); return(vehicleMovements); }
private void AsignState(string token, Vehicle vehicle, Zone ZoneToInsertVechicle) { if (vehicle.HistoryState.Count == 4) { vehicle.HistoryState.Add(new State { CurrentDate = DateTime.Now, PlaceInMoment = Domain.Enum.Place.EnZona }); vehicle.MovementInZone.Add(new VehicleMovement() { DestinationZone = ZoneToInsertVechicle, OriginZone = null, Time = DateTime.Now, // User = userService.getUserByToken(token) }); } else { var x = new VehicleMovement() { DestinationZone = ZoneToInsertVechicle, OriginZone = vehicle.zone, Time = DateTime.Now, // User = userService.getUserByToken(token) }; x.OriginZone.UsedCapacity--; x.DestinationZone.UsedCapacity++; vehicle.MovementInZone.Add(x); if (x.DestinationZone.UsedCapacity > x.DestinationZone.MaxCapacity) { throw new ZoneNotFoundException(string.Format("La zona esta llena, se cancelo la operacion.")); } } }
/// <summary> /// Method to check if there are nearby spiders /// </summary> private void CheckNearbySpider() { foreach (GameObject spider in spiders) { //checks if spider exists if (spider) { distance = spider.transform.position - position; //checks if in front if (Vector3.Dot(distance, transform.forward) < 0) { break; } distance.y = 0; //checks dist if (distance.sqrMagnitude < spiderRadiusSqr && distance.magnitude < spiderSearchRadius) { state = State.Pursuing; maxSpeed *= 2; chasingTarget = spider.GetComponent <Leader>(); if (!chasingTarget) { chasingTarget = spider.GetComponent <Follower>(); } returnPos = position; break; } } } }
private IEnumerator Consequences(Way pathTypes, VehicleMovement pathMoving) { if (pathTypes == Way.NotCorrect) { _successIndication.ShowIndication(Indication.Failure); yield return(new WaitForSeconds(0.5f)); if (pathMoving != null) { pathMoving.PlayPath(0); } yield return(new WaitForSeconds(2f)); RestartLevel.Invoke(); } else if (pathTypes == Way.Correct) { _successIndication.ShowIndication(Indication.Success); yield return(new WaitForSeconds(4f)); CorrectEvent.Invoke(); } else { _successIndication.ShowIndication(Indication.Failure); yield return(new WaitForSeconds(1f)); AlmostCorrectEvent.Invoke(); } }
public void Initalize() { GameObject trackStart = GameObject.FindGameObjectWithTag("StartPoint"); // test to see if theres a startpoint to place the player at. if (trackStart == null) { Debug.LogError(string.Format("Track {0} doesnt have an object with the StartPoint tag. so it cant finnish setting up the level.", raceInfo.selectedTrack.sceneName)); return; } if (raceInfo.numberOfLaps == 0) { raceInfo.numberOfLaps = raceInfo.selectedTrack.numberOfLaps; } raceInfo.lapTimes = new float[raceInfo.numberOfLaps]; if (playerCarController == null) { playerCarController = Instantiate(raceInfo.selectedCar).GetComponent <VehicleMovement>(); } if (raceInfo.selectedTrack.usePerTrackRotateToGroundAmount) { playerCarController.rotateToGroundAmount = raceInfo.selectedTrack.perTrackRotateToGroundAmount; } playerCarController.transform.position = trackStart.transform.position; playerCarController.transform.rotation = trackStart.transform.rotation; playerGhostData = playerCarController.GetComponent <GhostLapTracker>(); }
// Use this for initialization void Start() { // populate the prefab array with prefabs prefabs = new GameObject[3]; prefabs [0] = greyAst; // type 0 = grey prefabs [1] = redAst; // type 1 = red prefabs [2] = brownAst; // type 2 = brown // initialize the asteroid list asteroids = new List <GameObject> (); // get the info for the ship sInfo = ship.GetComponent <SpriteInfo> (); // initialize the bullet list bullets = new List <GameObject> (); // set the ship movement script vMove = ship.GetComponent <VehicleMovement> (); // set the game mechanics script gm = gameObject.GetComponent <GameMechanics> (); // initialize the power up list powerUps = new List <GameObject> (); }
// Use this for initialization void Start() { movement = GetComponent <VehicleMovement>(); speedTrailObject.SetActive(false); thrustPar = boostTrail.main; thrustMaxLifetime = thrustPar.startLifetime.constant; }
private void OnTriggerEnter(Collider other) { VehicleMovement v = other.transform.root.gameObject.GetComponent <VehicleMovement>(); if (v != null && trackedRacers.Contains(v) == false) { StartCoroutine(BoostCar(boostTime, terminalMod, driveForceMod, v)); } }
void OnEnable() { if (vehicleData == null) { vehicleData = gameObject.GetComponent <VehicleData>(); } if (vehicleMovement == null) { vehicleMovement = gameObject.GetComponent <VehicleMovement>(); } }
public virtual string TurnVehicleLeft(TrafficLightSignal currentSignal) { if (currentSignal == TrafficLightSignal.LeftTurnGreen) { CurrentMovement = VehicleMovement.TurningLeft; return(VehicleName + " turned left."); } else { return(VehicleName + "can only turn left on a Left Turn Green signal."); } }
private void Awake() { terrainGenerator = FindObjectOfType <TerrainGenerator>(); vehicleMovement = FindObjectOfType <VehicleMovement>(); navMeshSurface = FindObjectOfType <NavMeshSurface>(); uiController = FindObjectOfType <UIController>(); WagonData = Resources.LoadAll <WagonData>("Data/WagonData").ToList(); TowerData = Resources.LoadAll <TowerData>("Data/TowerData").ToList(); Score = PlayerPrefs.GetFloat("Score", 0); TotalScore = PlayerPrefs.GetFloat("TotalScore", 0); Instance = this; }
private void Awake() { movement = GetComponent <VehicleMovement>(); if (movement == null) { Debug.LogError("No Vehicile Movement SCript Attached to this GameObject"); return; } trackData = new GhostTrackData(); }
int CheckIfStoppedBeforeTurn(VehicleMovement turnDirection) { if (CurrentMovement == VehicleMovement.Stopped) { return(1); } else { CurrentMovement = turnDirection; } return(0); }
private void Awake() { movement = GetComponent <VehicleMovement>(); if (movement == null) { Debug.LogError("No Vehicile Movement SCript Attached to this GameObject"); return; } UpdateTrackedVars(); }
private void InstantiateVehicle(int vehicleIndex) { Vector3 vehiclePos = GetVehiclePosOffset(); GameObject vehicleObject = Instantiate(vehiclePrefab[vehicleIndex]); vehicleObject.transform.position = vehiclePos; vehicleObject.transform.parent = transform; VehicleMovement vehicleComp = vehicleObject.GetComponent <VehicleMovement>(); vehicleComp.SetPath(speed, moveDistance); }
public virtual string MoveVehicleForward() { if (CurrentMovement == VehicleMovement.MovingForward) { return(VehicleName + " is already moving forward! Invalid input."); } else { CurrentMovement = VehicleMovement.MovingForward; } return(VehicleName + " started moving forward"); }
void OnTriggerEnter(Collider col) { if (col.tag == "Player") { VehicleMovement vm = col.GetComponent <VehicleMovement> (); vm.SpeedBoost(); } else if (col.tag == "AI") { AIVehicleMovement aivm = col.GetComponent <AIVehicleMovement> (); aivm.SpeedBoost(); } }
// Start is called before the first frame update void Start() { motorwayManager = GameObject.FindWithTag("MotorwayManager"); parameters = motorwayManager.GetComponent <Parameters>(); vehicleProperties = gameObject.GetComponent <VehicleProperties>(); neighbours = gameObject.GetComponent <Neighbours>(); laneProperties = motorwayManager.GetComponent <LaneProperties>(); vehicleMovement = gameObject.GetComponent <VehicleMovement>(); vehicles = motorwayManager.GetComponent <Vehicles>(); lanes = motorwayManager.GetComponent <Lanes>(); StartCoroutine(DoEveryX()); }
// --------------------- CUSTOM METHODS ---------------- // commands void StartDragging() { dragging = true; vertices.Clear(); VehicleMovement[] vehicles = FindObjectsOfType <VehicleMovement>(); if (vehicles.Length == 0) { return; } Vector3 mouseclick = Utility.MousePosition(); vehicle = Utility.GetMin(vehicles, x => Vector3.SqrMagnitude(x.transform.position - mouseclick)); }
public static Milage ViewmodelToEntity(VehicleMovement model) { var milage = new Milage() { // Id = model.Id, MilageCovered = null, MilageIn = null, MilageOut = model.MilageOut, VehicleMovementId = model.Id, TimeOut = model.TimeOut, }; return(milage); }
// Use this for initialization void Start() { // get the renderer sRend = gameObject.GetComponent <SpriteRenderer> (); // set the radius as the sprite's y extent radius = sRend.sprite.bounds.extents.y; // set the center to the ship's position center = transform.position; // set the script vMove = gameObject.GetComponent <VehicleMovement> (); }
void OnEnable() { if (vehicleData == null) { vehicleData = gameObject.GetComponent <VehicleData>(); } if (vehicleMovement == null) { vehicleMovement = gameObject.GetComponent <VehicleMovement>(); } if (wheelControllers.Length == 0) { wheelControllers = gameObject.GetComponentsInChildren <VehicleWheel>(); } }
public void UpdateLocation(Vector3 location, Vector3 velocity, Quaternion bodyRotation, Quaternion aimingRotation, Optional <VehicleMovementData> vehicle) { Movement movement; if (vehicle.HasValue) { movement = new VehicleMovement(multiplayerSession.Reservation.PlayerId, vehicle.Value); } else { movement = new Movement(multiplayerSession.Reservation.PlayerId, location.ToDto(), velocity.ToDto(), bodyRotation.ToDto(), aimingRotation.ToDto()); } packetSender.Send(movement); }
// Use this for initialization void Start() { movement = GetComponent <VehicleMovement>(); input = GetComponent <PlayerInput>(); if (mphText != null) { mphText.text = ""; } if (thrustSlider != null) { thrustSlider.value = 0; } }
public void SpawnVehicle() { Vector2 startPos = new Vector2(transform.position.x, Random.Range(-rangeY / 2, rangeY / 2) + transform.position.y); Vector2 endPos = new Vector2(startPos.x + rangeX, startPos.y); GameObject preFab = vehicls[RandomInt(0, vehicls.Count)]; GameObject obj = Instantiate(preFab); obj.transform.position = startPos; VehicleMovement vehMov = obj.GetComponent <VehicleMovement>(); vehMov.SetTarget(endPos); SoundManager.instance.playHelicopterSound(); }
public void UpdateLocation(Vector3 location, Vector3 velocity, Quaternion bodyRotation, Quaternion aimingRotation, Optional <VehicleMovementData> vehicle, Optional <string> opSubGuid) { Movement movement; if (vehicle.IsPresent()) { movement = new VehicleMovement(multiplayerSession.Reservation.PlayerId, vehicle.Get()); } else { movement = new Movement(multiplayerSession.Reservation.PlayerId, location, velocity, bodyRotation, aimingRotation, opSubGuid); } packetSender.Send(movement); }
public void UpdateLocation(Vector3 location, Vector3 velocity, Quaternion bodyRotation, Quaternion aimingRotation, Optional <VehicleModel> opVehicle, Optional <string> opSubGuid) { Movement movement; if (opVehicle.IsPresent()) { VehicleModel vehicle = opVehicle.Get(); movement = new VehicleMovement(packetSender.PlayerId, vehicle.Position, vehicle.Velocity, vehicle.Rotation, vehicle.AngularVelocity, vehicle.TechType, vehicle.Guid, vehicle.SteeringWheelYaw, vehicle.SteeringWheelPitch, vehicle.AppliedThrottle); } else { movement = new Movement(packetSender.PlayerId, location, velocity, bodyRotation, aimingRotation, opSubGuid); } packetSender.Send(movement); }
/// <summary> /// Create entity from web model /// </summary> public static DomainModels.VehicleMovement CreateFrom(this VehicleMovement source) { return(new DomainModels.VehicleMovement { VehicleMovementId = source.VehicleMovementId, OperationsWorkPlaceId = source.OperationsWorkPlaceId, Odometer = source.Odometer, RaHireGroupId = source.RaHireGroupId, VehicleStatusId = source.VehicleStatusId, DtTime = source.DtTime, FuelLevel = source.FuelLevel, Status = source.Status, VehicleCondition = source.VehicleCondition, VehicleConditionDescription = source.VehicleConditionDescription }); }
public void UpdatePlayerLocation(Vector3 location, Quaternion bodyRotation, Quaternion cameraRotation, Optional <VehicleModel> opVehicle, Optional <String> opSubGuid) { Movement movement; if (opVehicle.IsPresent()) { VehicleModel vehicle = opVehicle.Get(); movement = new VehicleMovement(PlayerId, ApiHelper.Vector3(location), vehicle.Rotation, vehicle.TechType, vehicle.Guid); } else { movement = new Movement(PlayerId, ApiHelper.Vector3(location), ApiHelper.Quaternion(bodyRotation), ApiHelper.Quaternion(cameraRotation), opSubGuid); } Send(movement); }