//to deactivate a piece of track, remove it from the track layer (8), and make it the right colour and size. private void Deactivate(TracksClass track) { track.gameObject.GetComponent <Renderer>().material = OffColor; track.gameObject.GetComponent <LineRenderer>().startWidth = 2; track.gameObject.GetComponent <LineRenderer>().endWidth = 2; track.gameObject.layer = 0; track.enabled = false; }
//to activate a piece of track, add it to the track layer (8), and make it the right colour and size. private void Activate(TracksClass track) { track.gameObject.GetComponent <Renderer>().material = OnColor; track.gameObject.GetComponent <LineRenderer>().startWidth = 1; track.gameObject.GetComponent <LineRenderer>().endWidth = 1; track.gameObject.layer = 8; track.enabled = true; }
//method which deactives a piece of track if it is active or activaties it if it is not active. private void Invert(TracksClass track) { if (track.enabled) { Deactivate(track); } else { Activate(track); } }
// Use this for initialization public void Start() { TrackGameObjects = new GameObject[2]; if (TrackGameObjects[0] != null) { Tracks[0] = new TracksClass(TrackGameObjects[0]); Tracks[1] = new TracksClass(TrackGameObjects[1]); } Deactivate(Tracks[0]); Activate(Tracks[1]); }