Exemple #1
0
    /// <summary>
    /// Spaws the police car.
    /// </summary>
    /// <returns><c>true</c>, if police car was spawed, <c>false</c> otherwise.</returns>
    public bool SpawPoliceCar()
    {
        // test if all the road is empty
        foreach (Road r in roads)
        {
            if (TestForward(r) != null)
            {
                return(false);
            }
        }

        if (policeCarPrefab == null)
        {
            return(false);
        }

        GameObject carObj = Instantiate(policeCarPrefab);

        CarPolice carCom = carObj.GetComponent <CarPolice>();

        if (carCom == null)
        {
            Destroy(carObj);
            return(false);
        }
        Car chaseCar = TrafficManager.Instance.carList[Random.Range(0, TrafficManager.Instance.carList.Count)];

        chaseCar.AffectedByPolice = false;
        carCom.SetTargetCar(this, chaseCar);
        TrafficManager.RegisterCar(carCom);

        return(true);
    }
Exemple #2
0
    public void SpawCar()
    {
        // if the car numbers hit the max,
        // do not create more cars
        if (TrafficManager.IsCarMaximum())
        {
            return;
        }

        // test if all the road is empty
        foreach (Road r in roads)
        {
            if (TestForward(r) != null)
            {
                return;
            }
        }

        if (carPrefabs.Length > 1)
        {
            for (int i = 0; i < 1; i++)
            {
                if ((i == 0) && (RedSwitch))
                {
                    GameObject carObj = Instantiate(carPrefabs[0]);

                    Car carCom = carObj.GetComponent <Car>();
                    carCom.SetFromToLocation(this, targets[Random.Range(0, targets.Count)]);
                    TrafficManager.RegisterCar(carCom);
                    RedSwitch = false;
                }
                else
                {
                    GameObject carObj = Instantiate(carPrefabs[1]);

                    Car carCom = carObj.GetComponent <Car>();
                    carCom.SetFromToLocation(this, targets[Random.Range(0, targets.Count)]);
                    TrafficManager.RegisterCar(carCom);
                }
            }
        }
        else
        {
            GameObject carObj = Instantiate(carPrefabs[Random.Range(0, carPrefabs.Length)]);

            Car carCom = carObj.GetComponent <Car>();
            carCom.SetFromToLocation(this, targets[Random.Range(0, targets.Count)]);
            TrafficManager.RegisterCar(carCom);
        }
    }