// for guiding, navigatoin instruction, instruction and replay phase
    public static void GuidingPhaseInitSetup(FirstTruckActions _firstTruck, SecondTruckActions _secondTruck)
    {
        _firstTruck.SetAtStartPosition();
        _secondTruck.SetAtStartPosition();

        ActivateTruckObject(_firstTruck);
        DeactivateTruckObject(_secondTruck);
    }
    // for accident phase
    public static void AccidentPhaseInitSetup(FirstTruckActions _firstTruck, SecondTruckActions _secondTruck)
    {
        _firstTruck.SetAtEndPosition();
        _secondTruck.SetAtStartPosition();

        TruckActions[] truckActions = { _firstTruck, _secondTruck };

        foreach (TruckActions truckAction in truckActions)
        {
            ActivateTruckObject(truckAction);
        }
    }
Exemple #3
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    private bool CheckDynamicObjectReference()
    {
        var truckAndPlayerAreAssigned = truck != null && playerHead != null;

        if (!truckAndPlayerAreAssigned)
        {
            return(false);
        }

        if (truckActions != null)
        {
            return(true);
        }

        truckActions = truck.GetComponent <SecondTruckActions>();
        truckActions.SetAtStartPosition();
        return(true);
    }