Exemple #1
0
    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);
                }
            }
        }
    }
Exemple #2
0
    private void OnCheckCongestedAreasVehicle()
    {
        Vector3 vWorldPosition = _transformTrafficSensor.TransformPoint(Vector3.zero);

        Collider[] collider = Physics.OverlapSphere(vWorldPosition, 30.0f);

        _iCongestedAreasVehicleCount = 0;
        _fCongestedAreasVehicleAverageCurrentSpeed = 0.0f;
        _fCongestedAreasVehicleAverageMaxSpeed     = 0.0f;
        if (collider.Length > 0)
        {
            for (int i = 0; i < collider.Length; ++i)
            {
                if (collider[i].gameObject.layer == LayerMask.NameToLayer("Vehicle"))
                {
                    ++_iCongestedAreasVehicleCount;
                    VehicleController vehicleController = collider[i].GetComponent <VehicleController>();
                    if (vehicleController)
                    {
                        _fCongestedAreasVehicleAverageCurrentSpeed += vehicleController.GetCurrentSpeed();
                        _fCongestedAreasVehicleAverageMaxSpeed     += vehicleController.GetMaxSpeed();
                    }
                }
            }

            if (_iCongestedAreasVehicleCount > 0)
            {
                _fCongestedAreasVehicleAverageCurrentSpeed = _fCongestedAreasVehicleAverageCurrentSpeed / _iCongestedAreasVehicleCount;
                _fCongestedAreasVehicleAverageMaxSpeed     = _fCongestedAreasVehicleAverageMaxSpeed / _iCongestedAreasVehicleCount;
            }
            else
            {
                _fCongestedAreasVehicleAverageCurrentSpeed = 1.0f;
                _fCongestedAreasVehicleAverageMaxSpeed     = 1.0f;
            }
        }

        _fCongestedAreasValue = GetCongestedAreasValue();
        Vector3 vA      = new Vector3(_sliderCongestedAreas.value, 0.0f, 0.0f);
        Vector3 vB      = new Vector3(_fCongestedAreasValue, 0.0f, 0.0f);
        Vector3 vResult = Vector3.Lerp(vA, vB, Time.deltaTime * 2.0f);

        _sliderCongestedAreas.value = vResult.x;
    }