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