Inheritance: MonoBehaviour
Exemple #1
0
    void MakeScriptedPath()
    {
        TrackScript script = new TrackScript();

        if (script.Read(pathToLoad))
        {
            path = new CarPath();
            TrackParams tparams = new TrackParams();
            tparams.numToSet = 0;
            tparams.rotCur   = Quaternion.identity;
            tparams.lastPos  = startPos.position;

            float dY   = 0.0f;
            float turn = 0f;

            Vector3 s = startPos.position;
            s.y    = 0.5f;
            span.x = 0f;
            span.y = 0f;
            span.z = spanDist;
            float turnVal = 10.0f;

            foreach (TrackScriptElem se in script.track)
            {
                if (se.state == TrackParams.State.AngleDY)
                {
                    turnVal = se.value;
                }
                else if (se.state == TrackParams.State.CurveY)
                {
                    turn = 0.0f;
                    dY   = se.value * turnVal;
                }
                else
                {
                    dY   = 0.0f;
                    turn = 0.0f;
                }

                for (int i = 0; i < se.numToSet; i++)
                {
                    Vector3  np = s;
                    PathNode p  = new PathNode();
                    p.pos = np;
                    path.nodes.Add(p);

                    turn = dY;

                    Quaternion rot = Quaternion.Euler(0.0f, turn, 0f);
                    span  = rot * span.normalized;
                    span *= spanDist;
                    s     = s + span;
                }
            }
        }
    }
Exemple #2
0
    public void UpdateSpeed(float amount)
    {
        GameObject  theTrack        = GameObject.Find("Track");
        TrackScript trackController = theTrack.GetComponent <TrackScript>();

        trackController.trackSpeed += amount;
        speedText.text              = (trackController.trackSpeed / 5.0f - 0.20f).ToString("n2");

        if ((trackController.trackSpeed / 5.0f - 0.20f) > 0.5f)
        {
            hazardType = 1;
        }

        if ((trackController.trackSpeed / 5.0f - 0.20f) >= 1.0f)
        {
            LightSpeedAchieved();
        }
    }
Exemple #3
0
 void assignTrack(TrackScript t)
 {
     track = t;
 }
Exemple #4
0
    void MakeScriptedPath()
    {
        TrackScript script = new TrackScript();

        if (script.Read(pathToLoad))
        {
            carPath = new CarPath();
            TrackParams tparams = new TrackParams();
            tparams.numToSet = 0;
            tparams.rotCur   = Quaternion.identity;
            tparams.lastPos  = startPos.position;

            float dY   = 0.0f;
            float turn = 0f;

            Vector3 s = startPos.position;
            s.y    = 0.5f;
            span.x = 0f;
            span.y = 0f;
            span.z = spanDist;
            float turnVal = 10.0f;

            List <Vector3> points = new List <Vector3>();

            foreach (TrackScriptElem se in script.track)
            {
                if (se.state == TrackParams.State.AngleDY)
                {
                    turnVal = se.value;
                }
                else if (se.state == TrackParams.State.CurveY)
                {
                    turn = 0.0f;
                    dY   = se.value * turnVal;
                }
                else
                {
                    dY   = 0.0f;
                    turn = 0.0f;
                }

                for (int i = 0; i < se.numToSet; i++)
                {
                    Vector3  np = s;
                    PathNode p  = new PathNode();
                    p.pos = np;
                    points.Add(np);

                    turn = dY;

                    Quaternion rot = Quaternion.Euler(0.0f, turn, 0f);
                    span  = rot * span.normalized;
                    span *= spanDist;
                    s     = s + span;
                }
            }


            for (int i = 0; i < points.Count; i++)
            {
                Vector3 point          = points[(int)nfmod(i, (points.Count))];
                Vector3 previous_point = points[(int)nfmod(i - 1, (points.Count))];
                Vector3 next_point     = points[(int)nfmod(i + 1, (points.Count))];

                PathNode p = new PathNode();
                p.pos      = point;
                p.rotation = Quaternion.LookRotation(next_point - previous_point, Vector3.up);;
                carPath.nodes.Add(p);
                carPath.centerNodes.Add(p);
            }
        }
    }
Exemple #5
0
 void assignTrack(TrackScript t)
 {
     track = t;
 }
Exemple #6
0
    /*
     * void MakePointPath()
     * {
     *      string filename = "thunder_path";
     *
     *      TextAsset bindata = Resources.Load(filename) as TextAsset;
     *
     *      if(bindata == null)
     *              return;
     *
     *      string[] lines = bindata.text.Split('\n');
     *
     *      Debug.Log(string.Format("found {0} path points. to load", lines.Length));
     *
     *      path = new CarPath();
     *
     *      Vector3 np = Vector3.zero;
     *
     *      float offsetY = -0.1f;
     *
     *      foreach(string line in lines)
     *      {
     *              string[] tokens = line.Split(',');
     *
     *              if (tokens.Length != 3)
     *                      continue;
     *              np.x = float.Parse(tokens[0]);
     *              np.y = float.Parse(tokens[1]) + offsetY;
     *              np.z = float.Parse(tokens[2]);
     *              PathNode p = new PathNode();
     *              p.pos = np;
     *              path.nodes.Add(p);
     *      }
     *
     * }
     */

    void MakeScriptedPath()
    {
        TrackScript script = new TrackScript();

        if (script.Read(GlobalState.script_path))
        {
            path = new CarPath();
            TrackParams tparams = new TrackParams();
            tparams.numToSet = 0;
            tparams.rotCur   = Quaternion.identity;
            tparams.lastPos  = startPos.position;

            float dY = 0.0f;
            //float turn = 0f;

            Vector3 s = startPos.position;
            s.y    = 0.5f;
            span.x = 0f;
            span.y = 0f;
            span.z = spanDist;
            float turnVal   = 10.0f;
            float totalTurn = 0.0f;            // record the direction
            foreach (TrackScriptElem se in script.track)
            {
                Debug.Log(se.state.ToString());
                string thing        = "";         // "" means just road, others can be things in the road
                float  thing_offset = 0.0f;
                float  thing_rot    = 0.0f;
                if (se.state == TrackParams.State.AngleDY)
                {
                    turnVal = se.value;                    // set how many degrees every node turn
                }
                else if (se.state == TrackParams.State.CurveY)
                {
                    //turn = 0.0f;
                    dY = se.value * turnVal;
                }
                else if (se.state == TrackParams.State.CONE)
                {
                    thing        = "cone";
                    thing_offset = se.value;
                    thing_rot    = se.value2;

                    /*
                     * GameObject coneO=Instantiate(cone, s, Quaternion.identity) as GameObject;
                     * coneO.AddComponent<Rigidbody>();
                     * coneO.AddComponent<BoxCollider>();
                     * coneO.tag = "pathNode";
                     */
                }
                else if (se.state == TrackParams.State.BLOCK)
                {
                    thing        = "block";
                    thing_offset = se.value;
                    thing_rot    = se.value2;

                    /*
                     * GameObject blockO=Instantiate(block, s, Quaternion.identity) as GameObject;
                     * blockO.AddComponent<Rigidbody>();
                     * blockO.AddComponent<BoxCollider>();
                     * blockO.tag = "pathNode";
                     */
                }
                else
                {
                    dY = 0.0f;
                    //turn = 0.0f;
                }

                for (int i = 0; i < se.numToSet; i++)
                {
                    totalTurn += dY;
                    Vector3  np = s;
                    PathNode p  = new PathNode();
                    p.pos          = np;
                    p.thing        = thing;
                    p.thing_offset = thing_offset;

                    p.thing_rot = Quaternion.Euler(0.0f, thing_rot + totalTurn, 0f);
                    path.nodes.Add(p);

                    //turn = dY;

                    Quaternion rot = Quaternion.Euler(0.0f, dY, 0f);                    // y turn
                    span  = rot * span.normalized;
                    span *= spanDist;
                    s     = s + span;
                }
            }
        }
    }