public void AddCarToPlayerCarsList(PlayerCarModel car) { if (!playerCars.Contains(car)) { playerCars.Add(car); } }
public CarBase CreateEnemyCar(PlayerCarModel model, int colorId) { CarBase _enemyCar = CreateCar(model); _enemyCar.Transform.position = new Vector3(0f, 3f, -2f); _enemyCar.SetColorInGame(colorId); _enemyCar.transform.tag = "Enemy"; return(_enemyCar); }
public CarBase CreatePlayerCar(PlayerCarModel model, int colorId) { CarBase playerCar; playerCar = CreateCar(model); playerCar.SetColorInGame(colorId); playerCar.transform.tag = "Player"; playerCar.Transform.position = new Vector3(0f, 3f, 2f); return(playerCar); }
public PlayerCarModel GetCar(string gameId) { string Game = PlayerPrefs.GetString(PPKeys.JSON); JObject gameObj = JObject.Parse(Game); PlayerCarModel car = new PlayerCarModel() { car_upgrade_level = int.Parse(gameObj[gameId]["car_upgrade_level"]), current_color = int.Parse(gameObj[gameId]["current_color"]), carLevel = int.Parse(gameObj[gameId]["carLevel"]), type = int.Parse(gameObj[gameId]["type"]) }; return(car); }
public void ChooseCar(PlayerCarModel car) { if (playerCars.Contains(car)) { selectedCar = car; } else { #region DEBUG #if UNITY_EDITOR //Debug.LogError("User don't have car: " + car); #endif #endregion } }
private CarBase CreateCar(PlayerCarModel model) { if (model == null) { model = new PlayerCarModel() { carType = CarTypeEnum.Baggy, carLevel = 0, car_upgrade_level = 0 }; } CarModel carModel = DataModel.Instance.GetCar(model.carType, model.carLevel); if (carModel == null) { carModel = new CarModel() { CarType = model.carType, level = model.carLevel }; } //TODO get car upgrades from model; //Load specific car from resources, cast to CarBase //Init physics parameters by car options var c = Resources.Load("RaceCarsPrefabs/" + carModel.GetPrefabName(model.car_upgrade_level)); if (c != null) { var carGO = GameObject.Instantiate(c) as GameObject; var car = carGO.GetComponent <CarBase>(); car.model = model; car.Init(); return(car); } else { c = Resources.Load("RaceCarsPrefabs/" + carModel.GetPrefabName(model.car_upgrade_level - 1)); var carGO = GameObject.Instantiate(c) as GameObject; var car = carGO.GetComponent <CarBase>(); car.model = model; car.Init(); return(car); } }
public void SaveRecordData(GameData gameData, PlayerCarModel pcm, JObject respObj) { // respObj[gameData.gameId].Add("replayData", "crash"); respObj[gameData.gameId].Add("smile", new object()); if (gameData.smiles != null) { foreach (var str in gameData.smiles) { respObj[gameData.gameId]["smile"].Add(str.ToString()); } } else { respObj[gameData.gameId]["smile"].Add("1"); respObj[gameData.gameId]["smile"].Add("1"); respObj[gameData.gameId]["smile"].Add("1"); } respObj[gameData.gameId].Add("IsFinishedRecord", gameData.IsFinishedRecord); respObj[gameData.gameId].Add("IsDone", gameData.IsDone); respObj[gameData.gameId].Add("track_id", gameData.track_id); respObj[gameData.gameId].Add("gameResultScore", gameData.gameResultScore); respObj[gameData.gameId].Add("current_color", pcm.current_color); respObj[gameData.gameId].Add("carLevel", pcm.carLevel); respObj[gameData.gameId].Add("type", pcm.type); respObj[gameData.gameId].Add("car_upgrade_level", pcm.car_upgrade_level); string respons = respObj.ToString(); PlayerPrefs.SetString(PPKeys.JSON, respons); }