private IEnumerator ISpawnTrain(PlayerId playerId, float waitTime) { yield return(new WaitForSeconds(waitTime)); // Maak een lijst met de stations die avalible zijn while (GetFreeStations().Count == 0) { print("Waiting for spawn"); yield return(null); } List <HomeStation> freeStations = GetFreeStations(); HomeStation spawnStation = freeStations[Random.Range(0, freeStations.Count)]; spawnStation.UseStation(); GameObject instante = Instantiate(GetTrainPrefab(playerId), spawnStation.trainSpawnPoint.position, spawnStation.OutRotation.rotation); inGameVehicles.Add(instante); // Add to follow goup cinemachineTargetGroup.AddMember(instante.transform, 1, 0); }
public void SpawBus(PlayerId playerId, HomeStation station, int points) { Bus bus = Instantiate(GetBusPrefab(playerId), station.busSpawnPoint.position, station.OutRotation.rotation).GetComponent <Bus>(); inGameVehicles.Add(bus.gameObject); bus.SetPoints(points); busMiddleInfoAnimator.SetTrigger("Start"); // Add to follow goup cinemachineTargetGroup.AddMember(bus.transform, 1, 0); }
/// <summary> /// Makes a new train spawn and makes the current train slowly die /// </summary> private void EnterStation(HomeStation station) { if (!spawning) { inHomeStation = true; gameManager.RemoveCinemachineTargetGroupTarget(transform); // Makes sure the train drives in a straight line transform.rotation = Quaternion.Euler(0, station.InRotation.transform.eulerAngles.y, 0); // Spawn the bus gameManager.SpawBus(settings.playerId, station, wagons.Count); // Destroy the train float timeToDestroy = ((wagons.Count * 0.25f) * (settings.global.moveSpeed / 10)) + 1; for (int i = 0; i < wagons.Count; i++) { Destroy(wagons[i].gameObject, timeToDestroy); } Destroy(gameObject, timeToDestroy); } }
private void OnTriggerEnter(Collider collision) { // Make sure the train is driving around if (spawning == false && !inHomeStation) { // Get the home station HomeStation station = collision.GetComponent <HomeStation>(); // Check if the trigger entered is a station if (station != null) { if (wagons.Count == 0) { // If the train has no passangers desroy it OnHitObstacal(); } else { // Else enter the station EnterStation(station); } } } }
public PdfCreatorController(IConverter converter, HomeStation homeStation) { _homeStation = homeStation; _converter = converter; }
public HomeController(IWebHostEnvironment webHostEnvironment, HomeStation homeStation) { _webHostEnvironment = webHostEnvironment; _homeStation = homeStation; }