private void Awake() { _rb = GetComponent <Rigidbody>(); _carEffects = GetComponent <CarEffects>(); _playerCar = GetComponent <PlayerCar>(); NoiseManager.AddAudioSource(this.gameObject); PlayerInputs = ReInput.players.GetPlayer(_playerNum); }
void Awake() { GetComponent <SpriteRenderer>().sprite = GetComponent <paintCar>().cars[Random.Range(0, GetComponent <paintCar>().cars.Count)]; for (int i = 0; i < numberOfErrors; i++) { CarEffects item = null; int counter = 0; bool whil = false; do { whil = false; randomProblem = Random.Range(1, 7); switch (randomProblem) { case 1: // pintura item = new Paint(); break; case 2: //ruedasWheels item = new Wheels(); break; case 3: // luces item = new Lights(); break; case 4: // nada item = null; break; case 5: item = new Engine(); break; case 6: item = new Oil(); break; } counter++; if (counter > 10) { print("PENE"); break; } if (item != null) { foreach (CarEffects x in errors) { if (x.typeOfEffect() == "oil" || x.typeOfEffect() == "engine" || x.typeOfEffect() == "paint") { if (x.typeOfEffect() == item.typeOfEffect()) { whil = true; } } else if (x.typeOfEffect() == "wheels" || x.typeOfEffect() == "lights") { if (x.typeOfEffect() == item.typeOfEffect()) { if (x.effPosition() == item.effPosition()) { whil = true; } } } } } }while (whil); if (item != null) { if (item.typeOfEffect() == "oil") { carEffects[9].SetActive(true); } else if (item.typeOfEffect() == "engine") { carEffects[0].SetActive(true); } else if (item.typeOfEffect() == "wheels" || item.typeOfEffect() == "lights") { if (item.typeOfEffect() == "wheels") { switch (item.effPosition()) { case carPositions.front_left: carEffects[1].SetActive(true); break; case carPositions.front_right: carEffects[2].SetActive(true); break; case carPositions.back_left: carEffects[3].SetActive(true); break; case carPositions.back_right: carEffects[4].SetActive(true); break; } } else if (item.typeOfEffect() == "lights") { switch (item.effPosition()) { case carPositions.front_left: carEffects[5].SetActive(true); break; case carPositions.front_right: carEffects[6].SetActive(true); break; case carPositions.back_left: carEffects[7].SetActive(true); break; case carPositions.back_right: carEffects[8].SetActive(true); break; } } } else if (item.typeOfEffect() == "paint") { carEffects[10].SetActive(true); switch (item.paintColor()) { case paintings.blue_paint: carEffects[10].GetComponent <FixObject>().whatToDetect = Item.blue_paint; break; case paintings.red_paint: carEffects[10].GetComponent <FixObject>().whatToDetect = Item.red_paint; break; case paintings.yellow_paint: carEffects[10].GetComponent <FixObject>().whatToDetect = Item.yellow_paint; break; case paintings.orange_paint: carEffects[10].GetComponent <FixObject>().whatToDetect = Item.orange_paint; break; case paintings.purple_paint: carEffects[10].GetComponent <FixObject>().whatToDetect = Item.purple_paint; break; case paintings.green_paint: carEffects[10].GetComponent <FixObject>().whatToDetect = Item.green_paint; break; } } errors.Add(item); } // print(item); } /* for (int i = 0; i < errors.Count; i++) * { * print(errors[i]); * }*/ }