void OnTriggerEnter(Collider col) { // simulates click on a car if (col.gameObject.CompareTag(Constants.Tag.TagVehicle)) { gameObject.SetActive(false); VehicleController vehicle = col.gameObject.GetComponent <VehicleController>(); bool isVehicleOnCurrentRoad = gameManager.speedLimitController.IsVehicleOnCurrentRoad(col.gameObject.transform.position.z); if (isVehicleOnCurrentRoad) { if (vehicle.GetCurrentSpeed() > (float)gameManager.speedLimitController.currentRoadSpeed) { vehicle.SetCurrentSpeed(gameManager.speedLimitController.currentRoadSpeed); gameManager.scoreController.AddScoreVehicleHit(); //Debug.Log("WIN POINTS because vehicle speed = " + vehicle.GetCurrentSpeed() + " and road is " + 0 + gameManager.speedLimitController.currentRoadSpeed); } else { gameManager.scoreController.SubScoreVehicleHit(); //Debug.Log("LOSE POINTS because vehicle speed = " + vehicle.GetCurrentSpeed() + " and road is " + 0 + gameManager.speedLimitController.currentRoadSpeed); } } } }
public override void Run() { IVehicleController controller = new VehicleController( new VehicleWindow(), new NHibernateVehicleDao() ); }
public async Task CanCreateVehicleTestAsync() { //Arrange TestApplicationDbContext tdb = new TestApplicationDbContext(); Vehicle vehicleToBeCreated = new Vehicle { Title = "Nissan Micra", Price = 1250, CubicCapicity = CC.cc1000, FuelType = Fuel.Petrol }; //creating a controller VehicleController controller = new VehicleController(tdb); //Act //call controller searchIndexMethod var result = await controller.Create(vehicleToBeCreated); //var result = viewResult.ViewData.Model as IEnumerable<VehicleModel>; //Assert //we are checking that a view called Index is returned Assert.IsInstanceOfType(result, typeof(RedirectToRouteResult)); //view Result for the cannot create }
/** * This method simulates traffic spawning at the given in-game time. */ public void SimulateAtTime(float inGameTime) { // Calculate estimated relative traffic volume by averaging the relative traffic volume throughout the hour float lbRelativeTrafficVolume = CalculateRelativeTrafficVolumeAtTime(Mathf.FloorToInt(inGameTime)); float ubRelativeTrafficVolume = CalculateRelativeTrafficVolumeAtTime(Mathf.RoundToInt(inGameTime + 0.5f)); float relativeTrafficVolume = (lbRelativeTrafficVolume + ubRelativeTrafficVolume) / 2.0f; foreach (KeyValuePair <EntryRoad, List <Traffic> > trafficStartingAt in trafficsStartingAt) { if (inGameTime >= nextSpawnTimes[trafficStartingAt.Key]) { Path path = nextSpawnTraffics[trafficStartingAt.Key].Value.GetRandomPath(); LinkedListNode <Road> firstRoadNode = path.Roads.First; VehicleController vehicle = Instantiate( vehicleFactory.GetRandomVehicle(), firstRoadNode.Value.StartGrid.transform.position, firstRoadNode.Value.transform.rotation); vehicle.Initialize(firstRoadNode); // Add simulation manager as the speed observer vehicle.AddObserver(SiteManager.Instance.simulationManager); // Increment spawn time and move traffic iterator nextSpawnTimes[trafficStartingAt.Key] += 1.0f / (relativeTrafficVolume * trafficStartingAt.Value.Sum(i => i.TrafficVolume)); nextSpawnTraffics[trafficStartingAt.Key] = nextSpawnTraffics[trafficStartingAt.Key].Next; } } }
public static void Init() { GroupController.LoadGroups(); VehicleController.LoadVehicles(); PropertyController.LoadProperties(); JobController.LoadJobs(); }
void Awake() { lastAutoUpdate = Time.time; controller = GetComponent <VehicleController>(); input = GetComponent <CarInputController>(); input[InputEvent.ENABLE_LEFT_TURN_SIGNAL].Press += controller.EnableLeftTurnSignal; input[InputEvent.ENABLE_RIGHT_TURN_SIGNAL].Press += controller.EnableRightTurnSignal; input[InputEvent.GEARBOX_SHIFT_DOWN].Press += controller.GearboxShiftDown; input[InputEvent.GEARBOX_SHIFT_UP].Press += controller.GearboxShiftUp; input[InputEvent.TOGGLE_SHIFT].Press += controller.ToggleShift; input[InputEvent.ENABLE_HANDBRAKE].Press += controller.ToggleHandBrake; input[InputEvent.HEADLIGHT_MODE_CHANGE].Press += controller.ChangeHeadlightMode; input[InputEvent.TOGGLE_IGNITION].Press += controller.ToggleIgnition; input[InputEvent.TOGGLE_CRUISE_MODE].Press += controller.ToggleCruiseMode; input[InputEvent.SET_WIPER_OFF].Release += controller.SetWindshiledWiperLevelOff; input[InputEvent.SET_WIPER_AUTO].Release += controller.SetWindshiledWiperLevelAuto; input[InputEvent.SET_WIPER_LOW].Release += controller.SetWindshiledWiperLevelLow; input[InputEvent.SET_WIPER_MID].Release += controller.SetWindshiledWiperLevelMid; input[InputEvent.SET_WIPER_HIGH].Release += controller.SetWindshiledWiperLevelHigh; input[InputEvent.TOGGLE_WIPER].Press += controller.IncrementWiperState; // CES // ??? //input[InputEvent.ACCEL].Release += controller.ToggleBrakeLightsOff; //input[InputEvent.BRAKE].Release += controller.ToggleBrakeLightsOn; }
public void GetAllVehicles_ReturnsListOfVehicles() { var mockService = new Mock <IVehicleService>(); mockService .Setup(service => service.GetAllVehicles()) .Returns( new List <ResponseVehicle> { new ResponseVehicle { Vin = "MyVin1", RegistrationNumber = "MyReg1", CompanyId = 1, LastCommunicated = 123456 }, new ResponseVehicle { Vin = "MyVin2", RegistrationNumber = "MyReg2", CompanyId = 2, LastCommunicated = 567890 } }); var mockLogger = new Mock <ILogger <CompanyController> >(); var controller = new VehicleController(mockService.Object, mockLogger.Object); var result = controller.Vehicles(); Assert.AreEqual(2, result.Count); Assert.AreEqual("MyVin1", result[0].Vin); Assert.AreEqual("MyReg1", result[0].RegistrationNumber); Assert.AreEqual(1, result[0].CompanyId); }
public virtual void Validate(VehicleController vc) { if (inertia < 0.01f) { inertia = 0.01f; Debug.LogWarning($"{name}: Inertia must be larger than 0.01f. Setting to 0.01f."); } }
public void RpcQuitVehicle() { state = PlayerStates.Normal; currentVehicle = null; transform.position += Vector3.up; transform.SetParent(null); GetComponent <CharacterController>().detectCollisions = true; }
private void Start() { NextSend = Time.time + 1.0f / Frequency; controller = GetComponent <VehicleController>(); input_controller = GetComponent <VehicleInputController>(); gps = GetComponentInChildren <GpsDevice>(); mainRigidbody = GetComponent <Rigidbody>(); }
private void RespawnWithPrefab() { VehicleFactory.Params param = new VehicleFactory.Params(m_waypoints [m_currWaypointIndex].position, m_waypoints [m_currWaypointIndex].rotation); VehicleController controller = m_factory.Create(param); controller.SetWaypoint(m_currWaypointIndex); Destroy(); }
// Use this for initialization void Start() { remoteEndPoint = new IPEndPoint(IPAddress.Parse(IP), port); client = new UdpClient(); tempo = 0; vehicleController = gameObject.GetComponent <VehicleController>(); _pidPars = Resources.Load <PIDPars>("PIDPars_steeringWheel"); }
void Start() { linesUtilsAlt.LineRend = linesUtilsAlt.CreateLineRenderer(ref linesUtilsAlt.lineRendererEmpty, "TrafLineRenderer", 1.0f, new Color32(0x4C, 0x8B, 0xDD, 0xFF), mat, () => linesUtilsAlt.InitGlowTexture()); pathEnhanced = GameObject.Find("SplinePCH(Clone)"); vc = FindObjectOfType(typeof(VehicleController)) as VehicleController; StartCoroutine(InitNavigationLine()); StartCoroutine(NavigationLine(0.25f)); }
private void Start() { InvokeRepeating("sampleEmotion", 1.0f, 1.0f); //InvokeRepeating("finalize", 8.0f, 8.0f); emotionContainer = new EmotionContainer(); vehicleController = GameObject.Find("Vehicle").GetComponent <VehicleController>(); timeScript = GameObject.Find("TimerText").GetComponent <TimerScript>(); }
void Awake() { // Retrieves the desired components _transform = transform; _vehicleTransform = _transform.parent.GetComponent <Transform>(); _vehicleController = _vehicleTransform.GetComponent <VehicleController>(); _cameraTransfrom = GetComponentInChildren <Camera>().transform; }
public VehicleQuoteUnitTest() { _controller = new VehicleController(); var path = AppDomain.CurrentDomain.BaseDirectory.ToString(); path += @"/../../../VehicleQuote/App_Data"; _controller.Path = path; }
public void SearchVehicles_WrongStatus_NoResults() { VehicleController controller = new VehicleController(vehicleService, unitOfWork); var vehiclesList = controller.SearchVehicles(1, 1); Assert.AreEqual(vehiclesList.Count(), 0); }
void Awake() { rb = GetComponent <Rigidbody>(); vehicleController = GetComponent <VehicleController>(); dataStream = DataStreamServer.Instance; lastYaw = transform.localRotation.eulerAngles.y; lastRoll = transform.localRotation.eulerAngles.z; }
public void SearchVehicles_WrongCustomer_NoResults() { VehicleController controller = new VehicleController(vehiclesManager); var vehiclesList = controller.SearchVehicles(5, 1); Assert.AreEqual(vehiclesList.Count(), 0); }
public void GetAllVehicles_ShouldReturnAllVehicles() { var testVehicles = GetAllVehicles(); var controller = new VehicleController(new MockVehiclePersistent()); var result = controller.Get() as List <Vehicle>; Assert.AreEqual(testVehicles.Count, result.Count); }
public void Initialize(VehicleController vc, WheelComponent wheelComponent) { _vc = vc; _wheelComponent = wheelComponent; if (!vc.groundDetection.IsEnabled || vc.groundDetection.groundDetectionPreset == null) { return; } // Initialize particles if (vc.groundDetection.groundDetectionPreset.particlePrefab != null) { particlePrefab = Object.Instantiate( vc.groundDetection.groundDetectionPreset.particlePrefab, wheelComponent.ControllerTransform, true); particlePrefab.transform.position = wheelComponent.wheelController.wheel.worldPosition - wheelComponent.wheelController.cachedTransform.up * (wheelComponent.wheelController.radius * 0.5f); particlePS = particlePrefab.GetComponent <ParticleSystem>(); particlePS.name = "SurfaceParticles"; ParticleSystem.ShapeModule shape = particlePS.shape; shape.radius = wheelComponent.Width * 1.5f; _shapeModule = particlePS.shape; _shapeModule.radius = wheelComponent.Width; } else { Debug.LogWarning("Smoke Prefab is null, wheel slip will not produce particles."); } // Initialize chunks if (vc.groundDetection.groundDetectionPreset.chunkPrefab != null) { chunkPrefab = Object.Instantiate( vc.groundDetection.groundDetectionPreset.chunkPrefab, wheelComponent.ControllerTransform, true); chunkPrefab.transform.position = wheelComponent.wheelController.wheel.worldPosition - wheelComponent.wheelController.cachedTransform.up * wheelComponent.wheelController.radius - wheelComponent.wheelController.cachedTransform.forward * (wheelComponent.wheelController.radius * 0.7f); chunkPS = chunkPrefab.GetComponent <ParticleSystem>(); chunkPS.name = "SurfaceChunks"; _shapeModule = chunkPS.shape; _shapeModule.radius = wheelComponent.Width; } else { Debug.LogWarning("Dust Prefab is null, there will be no surface dust."); } _initialized = true; }
public override void Validate(VehicleController vc) { base.Validate(vc); Debug.Assert(stallRPM < idleRPM, "Engine stall RPM is higher than idle RPM. Vehicle will always stall."); Debug.Assert(powerCurve.keys.Length > 1, "Engine power curve is not set up. Engine will not run."); Debug.Assert(!string.IsNullOrEmpty(outputASelector.name), "Engine is not connected to anything. Go to Powertrain > Engine and set the output."); }
/// <summary> /// Changes vehicle to a vehicle with the requested name if there is such a vehicle. /// </summary> public void ChangeVehicle(VehicleController vc) { int vehicleIndex = vehicles.IndexOf(vc); if (vehicleIndex >= 0) { ChangeVehicle(vehicleIndex); } }
/// <summary> /// Start this instance. /// </summary> void Start() { guiReplay = GameObject.FindGameObjectWithTag ("GUI").GetComponent<GuiReplay>(); scoreController = Gameplay.World.WorldSpawnManager.Instance.GetComponent<ScoreController>(); player = GameObject.FindGameObjectWithTag ("Player"); vehicleSound = player.GetComponent<VehicleSound> (); vehicleController = player.GetComponent<VehicleController>(); }
public void GetFordModels() { var vehicleController = new VehicleController(); IEnumerable <string> modelResult = vehicleController.Get("Ford"); IEnumerable <string> emptyModelResult = vehicleController.Get("Toyota"); Assert.IsTrue(modelResult.Count() == 2); Assert.IsTrue(emptyModelResult.Count() == 0); }
protected override void OnNavigatedTo(NavigationEventArgs e) { activeQuoteViewModel = e.Parameter as ActiveQuoteViewModel; vc = new VehicleController(activeQuoteViewModel.Drivers, activeQuoteViewModel.q.Id, activeQuoteViewModel.Drivers.First().ID); this.DataContext = vc.VehicleViewModel; vehicleViewModel = vc.VehicleViewModel; activeQuoteViewModel.Vehicles.Add(vehicleViewModel); }
static void Main(string[] args) { try { VehicleController controller = new VehicleController(); //"Volvo", "Saab", "Honda" or "Suzuki". VehicleMake make = new VehicleMake(); make.Description = "Volvo"; VehicleMake make1 = new VehicleMake(); make1.Description = "Saab"; VehicleMake make2 = new VehicleMake(); make2.Description = "Honda"; VehicleMake make3 = new VehicleMake(); make3.Description = "Suzuki"; VehicleType type1 = new VehicleType(); type1.Description = "Car"; VehicleType type2 = new VehicleType(); type2.Description = "Bike"; Vehicle vehicle = new Vehicle(); vehicle.Description = "My New Car"; vehicle.RegistrationId = "ABC-134"; vehicle.MakeId = 1; vehicle.TypeId = 1; Vehicle vehicle1 = new Vehicle(); vehicle1.Description = "My Honda Bike"; vehicle1.RegistrationId = "DEF-8853"; vehicle1.MakeId = 3; vehicle1.TypeId = 2; controller.CreateOrUpdateVehicleMake(make); controller.CreateOrUpdateVehicleMake(make1); controller.CreateOrUpdateVehicleMake(make2); controller.CreateOrUpdateVehicleMake(make3); controller.CreateOrUpdateVehicleType(type1); controller.CreateOrUpdateVehicleType(type2); controller.CreateOrUpdateVehicle(vehicle); controller.CreateOrUpdateVehicle(vehicle1); Console.WriteLine("Information Saved Successfully"); } catch (Exception ex) { Console.WriteLine("Error: " + ex.Message); } }
public void AddDataPoint(VehicleController vehicle, float speed) { if (!observedAverageSpeeds.ContainsKey(vehicle)) { observedAverageSpeeds.Add(vehicle, new Averager()); } observedAverageSpeeds[vehicle].AddDataPoint(speed); }
public override void Awake(VehicleController vc) { base.Awake(vc); foreach (Bone bone in bones) { bone.Initialize(); } }
void Start() { if (vehicleCtrl == null) { vehicleCtrl = GetComponentInParent <VehicleController>(); } CheckTimeOfDayEvents(); }
public override void SetDefaults(VehicleController vc) { base.SetDefaults(vc); baseVolume = 0.5f; basePitch = 1.2f; // Clip set throught surface map system }
// Use this for initialization void Start () { GameObject aiVehicleObj = GameObject.Find("VehicleAI"); VehicleController aiVehicle = (VehicleController) aiVehicleObj.GetComponent("VehicleController"); aiVehicle.ResetUserControl(); aiVehicle.gameObject.SetActive(false); ai = (VehicleController)Instantiate(aiVehicle, new Vector3(-10, 0, -10), new Quaternion(0, 0, 0, 0)); ai.gameObject.SetActive(true); //ai.transform.Translate(new Vector3(10, 10, 10)); ai.ResetUserControl(); }
// Update is called once per frame void Update() { Ray ray = new Ray(transform.position, transform.forward); if(Physics.Raycast(ray, out hit, 10)){ Debug.DrawLine (ray.origin, hit.point); hitVehicleController = hit.collider.gameObject.GetComponent<VehicleController>(); if(hitVehicleController.vehType == VehicleType.Bus){ // Debug.Log("taxi stopping here"); //rotateTheTaxi = true; hitVehicleController.busStop = true; } } }
private bool checkFaceToFaceVehicles(VehicleController vehCtrl_1, VehicleController vehCtrl_2) { if(vehCtrl_1._direction == StreetDirection.Up && vehCtrl_2._direction == StreetDirection.Down){ if(vehCtrl_1.gameObject.transform.position.z < vehCtrl_2.gameObject.transform.position.z) return true; } if(vehCtrl_1._direction == StreetDirection.Right && vehCtrl_2._direction == StreetDirection.Left){ if(vehCtrl_1.gameObject.transform.position.x < vehCtrl_2.gameObject.transform.position.x) return true; } if(vehCtrl_1._direction == StreetDirection.Up && vehCtrl_2._direction == StreetDirection.Left){ if( vehCtrl_1.gameObject.transform.position.z < vehCtrl_2.gameObject.transform.position.z && vehCtrl_1.gameObject.transform.position.x < vehCtrl_2.gameObject.transform.position.x){ return true; } } if(vehCtrl_1._direction == StreetDirection.Up && vehCtrl_2._direction == StreetDirection.Right){ if( vehCtrl_1.gameObject.transform.position.z < vehCtrl_2.gameObject.transform.position.z && vehCtrl_1.gameObject.transform.position.x > vehCtrl_2.gameObject.transform.position.x) return true; } if(vehCtrl_1._direction == StreetDirection.Down && vehCtrl_2._direction == StreetDirection.Left){ if( vehCtrl_1.gameObject.transform.position.z > vehCtrl_2.gameObject.transform.position.z && vehCtrl_1.gameObject.transform.position.x < vehCtrl_2.gameObject.transform.position.x) return true; } if(vehCtrl_1._direction == StreetDirection.Down && vehCtrl_2._direction == StreetDirection.Right){ if( vehCtrl_1.gameObject.transform.position.z > vehCtrl_2.gameObject.transform.position.z && vehCtrl_1.gameObject.transform.position.x > vehCtrl_2.gameObject.transform.position.x) return true; } return false; }
// Update is called once per frame void Update() { if(! done){ Ray ray = new Ray(transform.position, transform.forward); if(Physics.Raycast(ray, out hit, 12)){ Debug.DrawLine (ray.origin, hit.point); hitVehicleController = hit.collider.gameObject.GetComponent<VehicleController>(); if(hitVehicleController.vehType == VehicleType.Taxi){ Debug.Log("taxi stopping 3 "); // hitVehicleController.taxiStop3 = true; done = true; } } } /* if(rotateTheTaxi && hit.collider!= null){ if(hitVehicleController.speed > 0){ hitVehicleController.speed -= 15 ; GameObject.FindGameObjectWithTag("taxiStop").GetComponent<StopperArea>().rotateTheTaxi = false; hit.collider.gameObject.transform.Rotate(-1*Vector3.up* 80 * Time.deltaTime, Space.Self); Debug.Log("rotate bel3aksss"); //transform.RotateAround(rotateAroundPosition, Vector3.up, worldRotateSpeed * Time.deltaTime); if(-1*hit.collider.gameObject.transform.forward.z >=0){ Debug.Log("what the hell " + -1*hit.collider.gameObject.transform.forward.z); hitVehicleController.speed =0; rotateTheTaxi =false; hitVehicleController.haveToReduceMySpeed = true; //hit.collider.gameObject.transform.forward = -1*Vector3.right; } } else{ hitVehicleController.SetStopTimeForTaxi(); } hitVehicleController.haveToReduceMySpeed = true; } */ }
public static bool HasFinishedRotation(Vector3 transformForward, bool rotateNow, StreetDirection direction, StreetDirection nextDirection, VehicleController vehScript) { //Debug.Log("direc is >> " + direction); if(direction != nextDirection){ // Debug.Log("transformForward ... " + -1*transformForward.x ); if(direction == StreetDirection.Left && -1*transformForward.x > -0.01 && rotateNow && nextDirection == StreetDirection.Up){ vehScript.gameObject.transform.forward = -1*Vector3.forward; vehScript.speed = vehScript.myVehicle.Speed; return true; } if(direction == StreetDirection.Right && -1*transformForward.x < 0.01 && rotateNow && nextDirection == StreetDirection.Up){ vehScript.gameObject.transform.forward = -1*Vector3.forward; vehScript.speed = vehScript.myVehicle.Speed; // Debug.Log("safwattttttttttttt"); return true; } if(direction == StreetDirection.Up && -1*transformForward.z < 0.01 && rotateNow && nextDirection == StreetDirection.Left){ vehScript.gameObject.transform.forward = Vector3.right; vehScript.speed = vehScript.myVehicle.Speed; return true; } if(direction == StreetDirection.Down && -1*transformForward.z > -0.01 && rotateNow && nextDirection == StreetDirection.Left){ vehScript.gameObject.transform.forward = Vector3.right; vehScript.speed = vehScript.myVehicle.Speed; return true; } /////////////////////////////////////////////////// if(direction == StreetDirection.Left && -1*transformForward.x > -0.01 && rotateNow && nextDirection == StreetDirection.Down){ vehScript.gameObject.transform.forward = Vector3.forward; vehScript.speed = vehScript.myVehicle.Speed; return true; } if(direction == StreetDirection.Right && -1*transformForward.x < 0.01 && rotateNow && nextDirection == StreetDirection.Down){ vehScript.gameObject.transform.forward = Vector3.forward; vehScript.speed = vehScript.myVehicle.Speed; return true; } if(direction == StreetDirection.Down && -1*transformForward.z > -0.01 && rotateNow && nextDirection == StreetDirection.Right){ vehScript.gameObject.transform.forward = -1*Vector3.right; vehScript.speed = vehScript.myVehicle.Speed; return true; } if(direction == StreetDirection.Up && -1*transformForward.z < 0.01 && rotateNow && nextDirection == StreetDirection.Right){ vehScript.gameObject.transform.forward = -1*Vector3.right; vehScript.speed = vehScript.myVehicle.Speed; return true; } else return false; } return true; }
public static bool HaveToAccelerate(Transform transform, StreetDirection direction,Vector3 endPosition, Street street, VehicleController vehScript) { float rate = 2; //Debug.Log("da5al hena "); if(CompareTwoPositionsWRTDirections(direction, transform.position, endPosition, -15)){ // if(!vehScript._light.Stopped && vehScript.speed > 0){ // vehScript.speed -= rate ; // } // Debug.Log("hello I'm here"); if(!vehScript._light.Stopped) vehScript.speed = 18 ; vehScript.haveToReduceMySpeed = true; return true; } return false; }
public static bool IsLeavingTheStreet_Rotate(GameObject [] corners, Transform transform, StreetDirection direction,Vector3 endPosition, Street street, StreetDirection nextDirection, VehicleController vehScript) { Vector3 obPos = transform.position; if(CompareTwoPositionsWRTDirections(direction, transform.position, endPosition, -5)){ if(vehScript.rotateAroundPosition == Vector3.zero){ // vehScript.speed = 10; // vehScript.haveToReduceMySpeed = true; vehScript.rotateAroundPosition = MathsCalculatios.GetNearestCorner(corners, transform.position); // Debug.Log(vehScript.rotateAroundPosition); // Debug.Log("the center " + vehScript.rotateAroundPosition); } return true; } else { vehScript.rotateAroundPosition = Vector3.zero; } return false; }
private void initAndConnect(string ip, short port, string nickname) { currentIP = ip; GTA.Native.Function.Call("DISABLE_PAUSE_MENU", 1); GTA.Native.Function.Call("SET_FILTER_MENU_ON", 1); BroadcastingPaused = true; playerNames = new Dictionary<uint, string>(); playerModels = new Dictionary<uint, string>(); isCurrentlyDead = false; actionQueue = new Queue<Action>(); instance = this; jsEngine = new JavaScriptEngine(); CurrentVirtualWorld = 0; cameraController = new CameraController(this); debugDraw = new ClientTextView(new System.Drawing.PointF(10, 400), "", new GTA.Font("Segoe UI", 24, FontScaling.Pixel), System.Drawing.Color.White); pedStreamer = new PedStreamer(this, 100.0f); vehicleStreamer = new VehicleStreamer(this, 100.0f); pedController = new PlayerPedController(); npcPedController = new NPCPedController(); vehicleController = new VehicleController(); playerVehicleController = new PlayerVehicleController(); chatController = new ChatController(this); keyboardHandler = new KeyboardHandler(this); currentState = ClientState.Initializing; Interval = 80; //cam = new Camera(); //cam.Activate(); currentState = ClientState.Disconnected; System.IO.File.WriteAllText("multiv-log.txt", ""); perFrameRenderer = new PerFrameRenderer(this); Player.Character.CurrentRoom = Room.FromString("R_00000000_00000000"); startTimersandBindEvents(); try { if (client != null && client.Connected) { client.Close(); } client = new TcpClient(); IPAddress address = IPAddress.Parse(ip); nick = nickname; client.Connect(address, port); Client.currentData = UpdateDataStruct.Zero; serverConnection = new ServerConnection(this); World.CurrentDayTime = new TimeSpan(12, 00, 00); World.PedDensity = 0; World.CarDensity = 0; // AlternateHook.call(AlternateHook.OtherCommands.TERMINATE_ALL_SCRIPTS_FOR_NETWORK_GAME); GTA.Native.Function.Call("CLEAR_AREA", 0.0f, 0.0f, 0.0f, 4000.0f, true); currentState = ClientState.Connecting; } catch { currentState = ClientState.Disconnected; if (client != null && client.Connected) { client.Close(); } throw; } }
void Start() { Vehicle = gameObject.GetComponent<VehicleController>() as VehicleController; ShootingBehaviour = gameObject.GetComponentInChildren<ShootingBehaviour>() as ShootingBehaviour; TankTurret = gameObject.GetComponentInChildren<TankTurretBehaviour>() as TankTurretBehaviour; Manager = Object.FindObjectOfType(typeof(MatchManager)) as MatchManager; }
void Start() { car = GetComponentInChildren<VehicleController>(); }