public void SetState() { car_component.transform.Reset(); d_State = Drive_State.Wait; m_State = Moving_State.Parking; }
public void CarInit(PlayingCarModifier cStat) { current_Car = cStat; isBooster = false; float sizeFactor = 1; switch (current_Car.ModedCarStat.Information.Size) { case Car_Information.CarSize.Big: sizeFactor = 1.1f; break; case Car_Information.CarSize.Normal: sizeFactor = 1.0f; break; case Car_Information.CarSize.Compact: sizeFactor = 0.9f; break; case Car_Information.CarSize.Small: sizeFactor = 0.8f; break; } this.gameObject.transform.localScale = baseObjectSize * sizeFactor; trackPostions = Game_Manager.Instance.track_manager.Section_vecs; CurrentSpeed = 0; curveAngle = 0; curveDamage = 0; car_component.sprite = Resources.Load <Sprite>(string.Format(path, current_Car.ModedCarStat.CarName)); isGamePlaying = true; spots = new List <GameObject>(); currentHP = current_Car.MaxHP; sectionIndex = 0; this.gameObject.transform.position = currentSection[0]; destinationIndex = 0; d_State = Drive_State.Wait; m_State = Moving_State.Parking; //Load_Status(); //Debug.LogError(string.Format("{0} {1} {2} {3}", current_Car.TopSpeed, current_Car.Acceleration, current_Car.Brake, current_Car.Cornering)); SetDestination(); Car_Rotation(); Red = 70; Green = 200; brake_Btn_Image.sprite = start_Image; Balance_Text.text = MyLocalization.Exchange("balance"); Start_Btn.SetActive(true); Brake_Image.SetActive(false); }