private void Awake() { // get the car controller m_Car = GetComponent<CarController>(); //get the steering wheel controller m_SteeringWheel = GetComponentInChildren<VisualSteeringWheelController>(); }
void Awake () { Initialize<States> (); carController = UserCar.GetComponent<CarController> (); carController.MaxSpeed = 15f; carAI = UserCar.GetComponent<CarAIControl> (); sensitiveSensorResponseHandler = UserCar.GetComponent<SensitiveSensorResponseHandler> (); trashCanSensorResponseHandler = UserCar.GetComponent<TrashcanSensorResponseHandler> (); crazyAI = CrazyIntersectionAI.GetComponent<CarAIControl> (); crazyCarController = CrazyIntersectionAI.GetComponent<CarController> (); hudController = UserCar.GetComponentInChildren<HUDController> (); audioController = UserCar.GetComponentInChildren<HUDAudioController> (); ambientAudioSource = GameObject.FindWithTag (VRAVEStrings.Ambient_Audio).GetComponent<AudioSource>(); ambientAudioSource.mute = true; hudAsyncController = UserCar.GetComponentInChildren<HUDAsyncController> (); mirror = GameObject.FindWithTag (VRAVEStrings.Mirror); audioController.audioModel = GameObject.FindObjectOfType<ReactionTimeAudioModel> (); // configure HUD models hudController.models = new HUDModel[2]; hudController.durations = new float[2]; hudController.models[0] = new HUDVRAVE_Default(); hudController.model = hudController.models[0]; // configure ASYNC controller hudAsyncController.Configure(audioController, hudController); unsuspectingCarAI = UnsuspectingAI.GetComponent<CarAIControl> (); foreach (GameObject o2 in triggers) { o2.SetActive(false); } resetIntersectionScenario (); //resetTrashCanScenario(); //ChangeState (States.TrashcanBriefing); ChangeState (States.IntersectionBriefing); //ChangeState(States.AIDrivingToTrashcanBriefing); cameraFade.StartAlphaFade (Color.black, true, 3f, () => { audioController.playAudio (3); StartCoroutine (PostIntersectionScenarioBriefingHUDChange()); }); }
void Awake() { cameraFade.StartAlphaFade (Color.black, true, 2f); Initialize<States>(); userCarController = UserCar.GetComponent<CarController>(); userCarController.MaxSpeed = 20f; userCarAI = UserCar.GetComponent<CarAIControl>(); userCarAI.enabled = false; UserCar.GetComponent<CarUserControl>().enabled = false; AIVehicleCarController = AIVehicle.GetComponent<CarController>(); AIVehicleCarController.MaxSpeed = 15; AIVehicleAI = AIVehicle.GetComponent<CarAIControl>(); AIVehicleAI.enabled = false; (AIVehicle.GetComponent("Halo") as Behaviour).enabled = false; hudController = UserCar.GetComponentInChildren<HUDController>(); hudAsyncController = UserCar.GetComponentInChildren<HUDAsyncController>(); audioController = UserCar.GetComponentInChildren<HUDAudioController>(); ambientAudioSource = GameObject.FindWithTag (VRAVEStrings.Ambient_Audio).GetComponent<AudioSource>(); lanePassingHandler = UserCar.GetComponent<LanePassingSensorResponseHandler>(); lanePassingHandler.Enable = false; followHandler = UserCar.GetComponent<FollowingSensorResponseHandler>(); // configure HUD models hudController.models = new HUDModel[2]; hudController.durations = new float[2]; hudController.models[0] = new HUDVRAVE_Default(); hudController.model = hudController.models[0]; // configure ASYNC controller hudAsyncController.Configure(audioController, hudController); //configure audio audioController.audioModel = GameObject.FindObjectOfType<LanePassingAudioModel>(); ambientAudioSource.mute = true; userMode = true; UserCar.SetActive(true); AIVehicle.SetActive(true); mirror = GameObject.FindWithTag(VRAVEStrings.Mirror); ChangeState(States.InitState); }
private CarController m_Car; // the car controller we want to use // Use this for initialization void Start () { m_Car = GetComponentInParent<CarController>(); }
/* Awake */ private void Awake () { m_CarController = GetComponent<CarController> (); m_Rigidbody = GetComponent<Rigidbody> (); m_SteeringWheel = GetComponentInChildren<VisualSteeringWheelController> (); m_Sensors = GetComponent<Sensors> (); m_sensorResponseHandlers = GetComponents<SensorResponseHandler> (); IsAvoidingObstacle = false; ObstacleAvoidanceSteerAmount = 1f; // give the random perlin a random value m_RandomPerlin = Random.value * 100; if (m_isUser) { IsUser = true; } progressNum = 0; SetTarget (circuit.Waypoints [progressNum], false); }