// Start is called before the first frame update
 void OnTriggerEnter(Collider other)
 {
     car = GameObject.Find("/Vehicles/SportsCar");
     cb  = car.GetComponent <CarBehaviour>();
     cb.TriggerDamageOn();
     destroyChoice.SetActive(false);
 }
    // ------------------------------------------------------------------------------------------------------ //
    // --------------------------------- S T A R T  &  U P D A T E ------------------------------------------ //
    // ------------------------------------------------------------------------------------------------------ //
    void Start()
    {
        carbehaviour       = GameObject.FindGameObjectWithTag("Player").GetComponent <CarBehaviour>();
        baseline           = GameObject.FindGameObjectWithTag("baseline").GetComponent <Baseline>();
        fileManagement     = GameObject.FindGameObjectWithTag("fileManager").GetComponent <FileManagement>();
        difficultySettings = GameObject.FindGameObjectWithTag("Difficulty").GetComponent <DifficultySettings>();
        block = GameObject.FindGameObjectWithTag("block").GetComponent <BlockManager>();


        // Start spawning further down so we get an edge at the bottom on start
        planeEdgeZ = -1000f; times = 0; previousLanes = 0;
        SpawnNewPlane(0);

        seconds    = 0; timer = -3f;
        startTimer = false; first = true; createBaselineNow = true;
        spawnCarX  = 0; spawnCarY = 0; spawnCarZ = 0;

        // When the start the game, the game is easier spawing less cars with longer distances between them
        startDistance = 500; numberOfCars = 1; distance = 300; difficultyLvl = 1;

        fileManagement.createDataFile();
        filePath = fileManagement.getFilePath();

        PlayerPrefs.SetInt("startingNewBlock", 0);
        PlayerPrefs.SetInt("numberOfBlocks", PlayerPrefs.GetInt("numberOfBlocks") + 1);
    }
    public int Add(CarBehaviour CarBehaviour)
    {
        int index = queue.Count;

        queue.Add(CarBehaviour);
        return(index);
    }
Exemple #4
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    public int numberOfCars  = 0; // How many cars can spawn at once

    // Use this for initialization
    // ------------------------------------------------------------------------------------------------------ //
    // --------------------------------- S T A R T  &  U P D A T E ------------------------------------------ //
    // ------------------------------------------------------------------------------------------------------ //
    void Start()
    {
        carbehaviour       = GameObject.FindGameObjectWithTag("Player").GetComponent <CarBehaviour>();
        fileManagement     = GameObject.FindGameObjectWithTag("fileManager").GetComponent <FileManagement>();
        difficultySettings = GameObject.FindGameObjectWithTag("Difficulty").GetComponent <DifficultySettings>();
        block = GameObject.FindGameObjectWithTag("block").GetComponent <BlockManager>();

        // Start spawning further down so we get an edge at the bottom on start
        planeEdgeZ = -1000f; SpawnNewPlane(0);

        difficultyLvl = 0;
        counter       = 1; seconds = 0;
        startTimer    = false; timer = -3f;
        first         = true; times = 0;
        previousLanes = 0;

        // Data File created
        fileManagement.createDataFile();
        filePath = fileManagement.getFilePath();

        spawnCarX = 0; spawnCarY = 0; spawnCarZ = 0;

        //PlayerPrefs.DeleteAll();

        PlayerPrefs.SetInt("startingNewBlock", 0);
        PlayerPrefs.SetInt("numberOfBlocks", PlayerPrefs.GetInt("numberOfBlocks") + 1);
    }
Exemple #5
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 // Use this for initialization
 void Start()
 {
     carbehaviour   = GameObject.FindGameObjectWithTag("Player").GetComponent <CarBehaviour>();
     terrainManager = GameObject.FindGameObjectWithTag("terrainManager").GetComponent <TerrainManager>();
     drt            = GameObject.FindGameObjectWithTag("Player").GetComponent <DRTStimulus>();
     setDefault();
 }
Exemple #6
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 private void UpdateTarget()
 {
     try
     {
         if (stateMachine.CurrentState.Name != "exit")
         {
             if (!target || target.stateMachine.CurrentState.Name == "exit")
             {
                 target = null;
                 setDestination(window);
                 agent.stoppingDistance = 3;
                 targetTransform        = window;
                 agent.isStopped        = false;
             }
             else
             {
             }
         }
         else
         {
             target = null;
             setDestination(exit);
             agent.stoppingDistance = 3;
             targetTransform        = exit;
             agent.isStopped        = false;
         }
     }
     catch (Exception)
     {
         target          = null;
         targetTransform = exit;
     }
 }
 // Update is called once per frame
 void Update()
 {
     if (currentCar && trafficLamp == TrafficManager.TrafficLampStatus.Green)
     {
         currentCar.Drive();
         currentCar = null;
     }
 }
    public CarBehaviour First()
    {
        CarBehaviour go = null;

        if (queue.Count > 0)
        {
            go = queue[0];
        }
        return(go);
    }
    public CarBehaviour Last()
    {
        CarBehaviour go = null;

        if (queue.Count > 0)
        {
            go = queue[queue.Count - 1];
        }
        return(go);
    }
Exemple #10
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    private void SpawnCar()
    {
        int line = Random.Range(0, 4);

        CarBehaviour car = Instantiate(
            carPrefabs[Random.Range(0, carPrefabs.Count)],
            new Vector3(-1.5f + 1.5f * line, 0, 20),
            Quaternion.identity);

        car.Init(playerInstance, Random.Range(playerInstance.minSpeed * 0.7f, playerInstance.maxSpeed * 0.9f));
    }
    public CarBehaviour Next()
    {
        CarBehaviour go = null;

        if (queue.Count >= 2)
        {
            go = queue[queue.Count - 2];
        }

        return(go);
    }
 private void OnTriggerEnter2D(Collider2D other)
 {
     if (trafficLamp == TrafficManager.TrafficLampStatus.Red)
     {
         if (other.CompareTag("Car"))
         {
             currentCar = other.GetComponent <CarBehaviour>();
             currentCar.Stop();
         }
     }
 }
Exemple #13
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    public void Init()
    {
        CarInfo _info = GetComponent <CarInfo>();

        if (_info.ownerId == PhotonNetwork.LocalPlayer.ActorNumber)
        {
            m_carBehaviour = GetComponent <CarBehaviour>();
            dotGuide       = GameObject.Find(DOT_GUIDE).transform;
            this.enabled   = true;
        }
    }
Exemple #14
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 public Form1()
 {
     InitializeComponent();
     carBehaviour  = new CarBehaviour();
     pathPen       = new Pen(Color.Red, 2);
     path          = new GraphicsPath();
     carStartPoint = new Point(150, 150);
     timer.Start();
     startedOnce = true;
     startTime   = DateTime.Now;
 }
Exemple #15
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    protected CarBehaviour car;         // The car that this sensor is placed on


    void Start()
    {
        // If the angle is 360 or above a flag is activated to simplify the search function
        if (angle >= 360)
        {
            useAngle = false;
        }

        // We need to grab the car's script in order to draw debugging lines. Not needed otherwise
        car = transform.parent.parent.GetComponent <CarBehaviour>();
    }
    public CarBehaviour PopFirst()
    {
        CarBehaviour go = null;

        if (queue.Count > 0)
        {
            go = queue[0];
            queue.RemoveAt(0);
        }
        return(go);
    }
Exemple #17
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    // Use this for initialization
    void Start()
    {
        carbehaviour   = GameObject.FindGameObjectWithTag("Player").GetComponent <CarBehaviour>();
        terrainManager = GameObject.FindGameObjectWithTag("terrainManager").GetComponent <TerrainManager>();

        currentXPos       = ""; currentYPos = ""; currentZPos = "";
        difficulty        = ""; timer = ""; block = "";
        points            = ""; currentlyPassingCar = "";
        currentlyCrashing = ""; crashedX = ""; crashedY = ""; crashedZ = ""; totalCrashed = "";
        leftArrowPressed  = "0"; rightArrowPressed = "0";
    }
Exemple #18
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    void OnTriggerEnter(Collider other)
    {
        string chosenAnswer = actualGameObject.name;

        question     = GameObject.Find("/Canvas/Question");
        questionText = question.GetComponent <Text>();

        answer       = GameObject.Find("/Canvas/Answer");
        answerText   = answer.GetComponent <Text>();
        actualAnswer = answerText.text;

        car = GameObject.Find("/Vehicles/SportsCar");
        cb  = car.GetComponent <CarBehaviour>();

        powerupArray = GameObject.Find("/Canvas/PowerupArray");

        powerupArray.transform.GetChild(3).gameObject.SetActive(false);

        Debug.Log("Actual: " + actualAnswer + "\nChosen: " + chosenAnswer);
        if (actualAnswer.Equals(chosenAnswer))
        {
            questionText.text        = "Correto! Right Answer: " + GameManager.correctAnswerToShow;
            CarBehaviour.isProtected = false;
            powerupArray.transform.GetChild(0).gameObject.SetActive(false);
            powerupArray.transform.GetChild(1).gameObject.SetActive(false);
            powerupArray.transform.GetChild(2).gameObject.SetActive(false);
            powerupArray.transform.GetChild(3).gameObject.SetActive(false);
            StartCoroutine(setLoggedAnswerCorrect());
            GameManager.totalcorrect++;

            int chosenPowerupIndex = UnityEngine.Random.Range(0, 3);
            powerupArray.transform.GetChild(chosenPowerupIndex).gameObject.SetActive(true);
            cb.SetPowerup(chosenPowerupIndex + 1);
        }
        else
        {
            if (CarBehaviour.isProtected)
            {
                questionText.text        = "Saved! Correct Answer: " + GameManager.correctAnswerToShow;
                CarBehaviour.isProtected = false;
            }
            else
            {
                cb.TriggerDamageOn();
                questionText.text = "Wrong. Correct Answer: " + GameManager.correctAnswerToShow;
            }
            StartCoroutine(setLoggedAnswerWrong());
            GameManager.totalincorrect++;
        }


        this.gameObject.SetActive(false);
    }
Exemple #19
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    private IEnumerator Refeul(CarBehaviour player)
    {
        if (player.nitro < 100)
        {
            _audio.Play();
            fuelItem.enabled = false;
            player.nitro     = player.nitro + 20;
            yield return(wait);

            fuelItem.enabled = true;
        }
    }
Exemple #20
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    void OnTriggerEnter(Collider other)
    {
        car = GameObject.Find("/Vehicles/SportsCar");
        cb  = car.GetComponent <CarBehaviour>();


        powerupArray = GameObject.Find("/Canvas/PowerupArray");
        powerupArray.transform.GetChild(0).gameObject.SetActive(false);
        powerupArray.transform.GetChild(1).gameObject.SetActive(false);
        powerupArray.transform.GetChild(2).gameObject.SetActive(false);
        powerupArray.transform.GetChild(chosenPowerUp).gameObject.SetActive(true);
        cb.SetPowerup(chosenPowerUp + 1);
        Destroy(destroyChoice);
    }
    private void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.tag == "Car")
        {
            carInService = other.gameObject;
            CarBehaviour carBehaviour = carInService.GetComponent <CarBehaviour>();

            if (carBehaviour.stateMachine.CurrentState.Name != "service")
            {
                carBehaviour.stateMachine.TransitionTo("Service");
                generateServices = true;
                StartCoroutine(GenerateServices());
            }
        }
    }
Exemple #22
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    public void StartRace(int position)
    {
        StartCoroutine(CountDown());
        GameObject gridSpot = GameObject.Find("Pos_" + position);

        localCar = null;
        localCar.gameObject.transform.position = gridSpot.transform.position;
        localCar.gameObject.transform.rotation = gridSpot.transform.rotation;
        localCar.gameObject.GetComponent <Rigidbody>().velocity = Vector3.zero;

        localCar.GetComponentInChildren <CheckpointReader>().isLocal = true;

        localCar.PreRaceStart();

        localUser = FindObjectOfType <DataController>().PlayerName;
    }
Exemple #23
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    private void RandomlyInstantiateCars()
    {
        float  camPos           = Camera.main.transform.position.x;
        ushort selectedCarIndex = (ushort)Random.Range(0, Cars.Length);
        float  scaleX           = Random.Range(-1, 1);

        if (scaleX == 0)
        {
            scaleX = 1;
        }

        Vector3      carPos = new Vector3(camPos + (7f * scaleX), 0.2f, 0);
        CarBehaviour carGO  = Instantiate(Cars[selectedCarIndex], carPos, Quaternion.identity) as CarBehaviour;

        carGO.gameObject.transform.localScale = new Vector3(scaleX, 1, 1);
    }
Exemple #24
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    // Use this for initialization
    void Start()
    {
        currentRoundText.text = "Round: " + currentRound;

        car1   = player1.GetComponent <CarBehaviour>();
        car2   = player2.GetComponent <CarBehaviour>();
        _audio = GetComponent <AudioSource>();

        speed = car1.speed;

        distanceMaxText.text = "/" + maxDistance.ToString();

        StartCoroutine(CountDown());

        wait1 = new WaitForSeconds(1);
    }
    // Use this for initialization
    void Start()
    {
        _carScript = GameObject.Find("MainBuggy").GetComponent <CarBehaviour>();
        _carScript.thrustEnabled = false;


        // Configure AudioSource component by program
        _gateAudioSource         = gameObject.AddComponent <AudioSource>();
        _gateAudioSource.clip    = countdownClip;
        _gateAudioSource.loop    = false;
        _gateAudioSource.volume  = 1.0f;
        _gateAudioSource.enabled = false; // Bugfix
        _gateAudioSource.enabled = true;  // Bugfix

        print("Begin Start:" + Time.time);
        StartCoroutine(GameStart());
        print("End Start:" + Time.time);
    }
Exemple #26
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    private void Awake()
    {
        //GetCarObjects
        _ModelTransform             = transform.GetChild(0);
        _CameraTransform            = transform.GetChild(1);
        _OrientationLookAtTransform = transform.GetChild(2);
        _SplineProjection           = transform.GetChild(3);

        //GetCarComponents
        _HoverHandler     = GetComponent <CarHoverHandler>();
        _Behaviour        = GetComponent <CarBehaviour>();
        _Inputs           = GetComponent <PlayerInputs>();
        _ParticleHandler  = GetComponent <CarParticleHandler>();
        _CarAudioHandler  = GetComponent <CarAudioHandler>();
        _ColliderVertices = GetComponent <GetVertexPositionsOfBoxCollider>();

        if (_IsAI)
        {
            _CameraTransform.gameObject.SetActive(false);
        }
    }
    void OnTriggerEnter(Collider other)
    {
        question     = GameObject.Find("/Canvas/Question");
        questionText = question.GetComponent <Text>();

        answer       = GameObject.Find("/Canvas/Answer");
        answerText   = answer.GetComponent <Text>();
        actualAnswer = answerText.text;

        car = GameObject.Find("/Vehicles/SportsCar");
        cb  = car.GetComponent <CarBehaviour>();

        powerupArray = GameObject.Find("/Canvas/PowerupArray");

        //powerupArray.transform.GetChild(3).gameObject.SetActive(false);

        Debug.Log("Actual: " + actualAnswer + "\nChosen: " + chosenAnswer);
        if (actualAnswer.Equals(chosenAnswer))
        {
            questionText.text = "Correto!";
        }
        else
        {
            if (CarBehaviour.isProtected)
            {
                questionText.text        = "Salvou!";
                CarBehaviour.isProtected = false;
            }
            else
            {
                cb.TriggerDamageOn();
                questionText.text = "Incorreto.";
            }
        }


        this.gameObject.SetActive(false);
    }
Exemple #28
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 public override void Controller(CarBehaviour car)
 {
     car.GoDown();
 }
Exemple #29
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 static IEnumerator PlaySounds(float waitTime, CarBehaviour mc)
 {
     yield return new WaitForSeconds(waitTime);
     Sounds.PlaySounds(mc.gameObject, mc.movingSounds);
 }
Exemple #30
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 // Start is called before the first frame update
 void Start()
 {
     car             = GameObject.FindGameObjectWithTag("Player").GetComponent <CarBehaviour>();
     currentCollider = GetComponent <Collider2D>();
     currentRenderer = GetComponent <MeshRenderer>();
 }
Exemple #31
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 public override void Controller(CarBehaviour car)
 {
     car.TurnRight();
 }