Example #1
0
        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);
        }
Example #2
0
        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);


        }