public CarFacade() { model = new CarModel(); engine = new CarEngine(); body = new CarBody(); accessories = new CarAccessories(); }
public void DuplicateAnnotations() { CarEngine eng = new CarEngine(); eng.HorsePower = 23; eng.SerialNumber = "23-43###4"; IClassValidator classValidator = GetClassValidator(typeof(CarEngine)); InvalidValue[] invalidValues = classValidator.GetInvalidValues(eng); Assert.AreEqual(2, invalidValues.Length); //This cannot be tested, the order is random //Assert.AreEqual("must contain alphabetical characters only", invalidValues[0].Message); //Assert.AreEqual("must match ....-....-....", invalidValues[1].Message); //Instead of that, I do this: List<string> list_invalidValues = new List<string>(); list_invalidValues.Add(invalidValues[0].Message); list_invalidValues.Add(invalidValues[1].Message); Assert.IsTrue(list_invalidValues.Contains("must contain alphabetical characters only")); Assert.IsTrue(list_invalidValues.Contains("must match ....-....-....")); eng.SerialNumber = "1234-5678-9012"; invalidValues = classValidator.GetInvalidValues(eng); Assert.AreEqual(0, invalidValues.Length); }
public CarFacade() { engine = new CarEngine(); seats = new CarSeats(); stereo = new CarStereo(); wheels = new CarWheels(); }
public static Car GetACarFromFactory(CarEngine engine, CarWheel wheel) { CarGas gas = GetSomeCarGas(); Car runningCar = CarFactory.BuildARunningCar(engine, wheel, gas); // VendingMachine has the knowledge of Engine & Wheel at this point MustDoCarTesting(runningCar); return runningCar; }
private void Start() { carEngine = GameObject.FindWithTag ("Player").GetComponent<CarEngine>(); carSetup = carEngine.GetComponent<CarSetup>(); speedRPM = Vector3.zero; initZ = rectTransform.localRotation.eulerAngles.z; }
void Start() { engine = GetComponent <CarEngine> (); rightController.TriggerHairlineStart += new ControllerInteractionEventHandler(OnRightTriggerPressed); leftController.TriggerHairlineStart += new ControllerInteractionEventHandler(OnLeftTriggerPressed); }
public CarFacade() { _model = new CarModel(); _engine = new CarEngine(); _body = new CarBody(); _accessories = new CarAccessories(); }
private IEnumerator SpawnCars() { float delay = startAfter <= 0.0f ? Random.Range(0.5f, 2.5f) : startAfter; yield return(new WaitForSeconds(delay)); while (true) { if (Random.Range(0, 100) < spawnChangePercentage && CountBeforeTrafficLight(false) < maxWaitingTraffic) { GameObject carObject = spawnObjects[Random.Range(0, spawnObjects.Length)]; CarEngine car = carObject.GetComponent <CarEngine>(); car.path = path; car.id = id; car.trafficLight = trafficLight; car.pressurePlateEndNode = pressurePlateStartNode + 2; carObject.transform.position = spawnPoint; carObject.tag = "Car"; carObject.transform.rotation = Quaternion.identity; carObject.transform.Rotate(0.0f, spawnAngle, 0.0f); Instantiate(carObject); } yield return(new WaitForSeconds(spawnTime)); } }
public void show(CarEngine.Part part, int nStatus) { status.text = nStatus + "%"; name.text = Service.partsList[part].name; gameObject.SetActive(true); }
private void Awake() { rb = GetComponent <Rigidbody>(); CarAI ai = GetComponent <CarAI>(); if (ai != null) { AIEnabled = true; } CustomizerCar cc = GetComponent <CustomizerCar>(); if (cc != null) { customizerCar = true; } dataHolder = FindObjectOfType <CarDataHolder>(); if (!AIEnabled) { body = dataHolder.body; engine = dataHolder.engine; aero = dataHolder.aero; tire = dataHolder.tire; } Setup(); defaultDownForce = downwardForce; }
public static void GetResult(double TEnv) { int i = 0; int time = 0; double tmpEngine = TEnv; double M = CarEngine.M[i], V = CarEngine.V[i]; while ((CarEngine.T - tmpEngine) > 0.01 && time < CarEngine.MaxTime) { V += a(M, CarEngine.I); tmpEngine += CarEngine.GetVh(CarEngine.M[i], CarEngine.V[i]) + CarEngine.GetVc(TEnv, tmpEngine); M = ((V - CarEngine.V[i]) / (CarEngine.V[i + 1] - CarEngine.V[i])) * (CarEngine.M[i + 1] - CarEngine.M[i]) + CarEngine.M[i]; if (i < CarEngine.V.Length - 2) { i += V < CarEngine.V[i + 1]?0:1; } time++; } if (time >= 2000) { TimeOver(ConstText.TimeOverText(time, tmpEngine)); } else { TemperatureOverheated(ConstText.TempOverheatedText(time, tmpEngine)); } }
// Use this for initialization void Start() { newCar = Instantiate(carPrefab, new Vector3(102.08f, 0.3f, 67.99f), transform.rotation); CarEngine engine = carPrefab.GetComponent <CarEngine>(); engine.path = GameObject.Find("Path").transform; }
private void Start() { if(GameObject.FindWithTag ("MultiplayerManager")) { players = GameObject.FindGameObjectsWithTag ("Player"); for(int i = 0; i < players.Length; i++) { if(players[i].GetComponent<NetworkIdentity>().isLocalPlayer) { m_Target = players[i].transform.FindChild ("CameraTarget"); } } } else { m_Target = GameObject.Find ("CameraTarget").transform; } targetRigidbody = m_Target.root.GetComponent<Rigidbody>(); carEngine = m_Target.root.GetComponent<CarEngine>(); carSetup = carEngine.GetComponent<CarSetup>(); radialBlur = GetComponent<CC_RadialBlur>(); if(GameObject.Find ("DriftManager")) { carDrifting = GameObject.Find ("DriftManager").GetComponent<CarDrifting>(); } }
public CarFacade() { carModel = new CarModel(); carEngine = new CarEngine(); carBody = new CarBody(); carAccessories = new CarAccessories(); }
void Awake() { m_carEngine = new CarEngine (this); m_carEngine.EnginePower = enginePower; m_carEngine.DragCoefficient = dragCoefficient; m_carEngine.BrakingCoefficient = brakingCoefficient; m_drivingState = new DrivingStateMachine (this); }
public static Car GetACarFromFactory(CarEngine engine, CarWheel wheel) { CarGas gas = GetSomeCarGas(); Car runningCar = CarFactory.BuildARunningCar(engine, wheel, gas); // VendingMachine has the knowledge of Engine & Wheel at this point MustDoCarTesting(runningCar); return(runningCar); }
void Start() { drag = gameObject.GetComponent<DragForces> (); transmission = gameObject.GetComponent<Transmission> (); engine = gameObject.GetComponent<CarEngine> (); carRigidbody = gameObject.GetComponent<Rigidbody> (); carRigidbody.centerOfMass = centerOfMass.localPosition; }
public void TurnOnWithExecutor() { var engine = new CarEngine(); var executor = new EngineExecutor(engine); Assert.False(engine.IsEngineOn); executor.Run("On"); Assert.True(engine.IsEngineOn); }
public static Car BuyACar() { CarEngine selectedEngine = new CarEngine(); //Select an Engine you like CarWheel selectedWheel = new CarWheel(); //Select a Wheel you like Car car = CarVendingMachine.GetACarFromFactory(selectedEngine, selectedWheel); return(car); }
public void UpWithExecutor() { var engine = new CarEngine(); var executor = new EngineExecutor(engine); Assert.False(engine.IsEngineOn); Assert.Equal(0, engine.Rpm); executor.Run("Up"); Assert.Equal(0, engine.Rpm); }
public Car(string model, CarEngine engine, Cargo cargo, IList <Tire> tires) { this.Model = model; this.EngineSpeed = engine.Speed; this.EnginePower = engine.Power; this.CargoWeight = cargo.Weight; this.CargoType = cargo.Type; this.Tires = tires.ToList().AsReadOnly(); }
public static Car BuyACar() { CarEngine selectedEngine = new CarEngine(); //Select an Engine you like CarWheel selectedWheel = new CarWheel(); //Select a Wheel you like // Only Caller has the knowledge of Engine & Wheel Func<CarGas, Car> getARunningCarWithGas = gas => CarFactory.BuildARunningCar(selectedEngine, selectedWheel, gas); Car car = CarVendingMachine.GetACarFromFactory(getARunningCarWithGas); return car; }
private void Awake() { engine = GetComponentInParent <CarEngine>(); SetMaxSpeed(); _rigidbody = engine.GetRigidbody(); needleTransform = transform.Find("needle"); speedLabelTemplateTransform = transform.Find("speedLabelTemplate"); speedLabelTemplateTransform.gameObject.SetActive(false); CreateSpeedLabels(); }
public static Car BuyACar() { CarEngine selectedEngine = new CarEngine(); //Select an Engine you like CarWheel selectedWheel = new CarWheel(); //Select a Wheel you like // Only Caller has the knowledge of Engine & Wheel Func <CarGas, Car> getARunningCarWithGas = gas => CarFactory.BuildARunningCar(selectedEngine, selectedWheel, gas); Car car = CarVendingMachine.GetACarFromFactory(getARunningCarWithGas); return(car); }
private void SensorRay() { Vector3 sensorStartPos = transform.position + new Vector3(0f, 0.15f, 0f); RaycastHit leadingVehicleSensorRayHit; RaycastHit brakeSensorRayHit; detectLayers = LayerMask.GetMask("NPCVehicle", "Pedestrian", "Player", "Enemy", "RCC"); if (Physics.Raycast(sensorStartPos, transform.forward, out brakeSensorRayHit, speedAdjustedSensorLength / 2, detectLayers, QueryTriggerInteraction.Collide)) { obstacleMultiplier += 0.01f * Time.deltaTime; if (brakeSensorRayHit.distance < (speedAdjustedSensorLength / 2)) { speedAdjustedBrakeTorque = maxBrakeTorque * obstacleMultiplier; Debug.DrawLine(sensorStartPos, brakeSensorRayHit.point, Color.red, 1f); isBraking = true; } else { speedAdjustedBrakeTorque = maxBrakeTorque; isBraking = false; } } else { isBraking = false; obstacleMultiplier = 0; if (Physics.Raycast(sensorStartPos, transform.forward, out leadingVehicleSensorRayHit, speedAdjustedSensorLength, detectLayers, QueryTriggerInteraction.Collide)) { Debug.DrawLine(sensorStartPos, leadingVehicleSensorRayHit.point, Color.green, 0.2f); if (leadingVehicleSensorRayHit.transform.GetComponentInParent <CarEngine>() != null && !isCornering) { leadingVehicle = leadingVehicleSensorRayHit.transform.GetComponentInParent <CarEngine>(); Debug.DrawRay(sensorStartPos, leadingVehicleSensorRayHit.point, Color.blue, 1f); //match leading vehicles speed targetSpeed = leadingVehicle.GetComponent <CarEngine>().currentSpeed + Random.Range(-5f, 5f); maxMotorTorque = targetSpeed; isFollowing = true; } } else if (!Physics.Raycast(sensorStartPos, transform.forward, speedAdjustedSensorLength, detectLayers, QueryTriggerInteraction.Collide)) { //reset target speed when no leading vehicle detected leadingVehicle = null; isFollowing = false; } } }
// Start is called before the first frame update void Start() { car = GetComponent <Car>(); engine = transform.GetComponent <CarEngine>(); _rigidbody = engine.GetComponentInChildren <Rigidbody>(); colliders = transform.GetComponentInChildren <CarColliders>(); particles = transform.GetComponentInChildren <ParticleManager>(); POWER = (1f / 2f) * car.GetBoost(); AMOUNT = 200f + 3f * car.GetBoostAmount(); realAmount = AMOUNT; TIME_TO_MAX = (1f / 100f) * car.GetBoostTimeToMax(); }
public static bool del(CarEngine.Part type, int status, int amount) { bool success = false; string key = PartData.getKey(type, status); PartData part = PartData.getOne(x => x.key == key); if (part != null) { part.quantity -= amount; part.save(); success = true; } return success; }
public int CountBeforeTrafficLight(bool usePressurePlateStart) { int count = 0; int ppsn = usePressurePlateStart ? pressurePlateStartNode : 0; foreach (GameObject car in GameObject.FindGameObjectsWithTag("Car")) { CarEngine engine = car.GetComponent <CarEngine>(); if (engine.id == id && engine.currentNode > ppsn && engine.currentNode <= pressurePlateStartNode + 2) { count++; } } return(count); }
private static void Main(string[] args) { CarModel model = new CarModel(); CarEngine engine = new CarEngine(); CarBody body = new CarBody(); CarAccessories accessories = new CarAccessories(); Console.WriteLine("******** Creating a Car **********\n"); model.SetModel(); engine.SetEngine(); body.SetBody(); accessories.SetAccessories(); Console.WriteLine("\n******** Car creation complete **********"); }
public void TurnOnTest() { var engine = new CarEngine(); var on = new EngineOn(engine); var off = new EngineOff(engine); var up = new EngineUp(engine); var down = new EngineDown(engine); var panelOn = new EnginePanel(on); Assert.False(engine.IsEngineOn); panelOn.Interact(); Assert.True(engine.IsEngineOn); }
void Update() { ThrottlePressed = (Input.GetAxisRaw(ControlsThrottleBinding) > 0) ? true : false; BrakePressed = (Input.GetAxisRaw(ControlsBrakeBinding) > 0) ? true : false; if (CarSetup.EngineData.Automatic && CarEngine.CurrentGear == 0) { ThrottlePressed = (Input.GetAxisRaw(ControlsBrakeBinding) > 0) ? true : false; BrakePressed = (Input.GetAxisRaw(ControlsThrottleBinding) > 0) ? true : false; } throttleInput = Input.GetAxisRaw(ControlsThrottleBinding); steerInput = 0; steerInput = Input.GetAxisRaw(ControlsSteeringBinding); if (Input.GetButtonDown(ControlsShiftUpBinding)) { CarEngine.ShiftUp(); } if (Input.GetButtonDown(ControlsShiftDownBinding)) { CarEngine.ShiftDown(); } // Handbrake if (Input.GetAxisRaw(ControlsHandbrakeBinding) > 0) { handbrake = 1; } else { handbrake = 0; } if (Input.GetButtonDown(ControlsHeadlightsBinding)) { if (isHeadlightsOn) { isHeadlightsOn = false; } else { isHeadlightsOn = true; } } base.Update(); }
// Start is called before the first frame update void Start() { engine = transform.GetComponent <CarEngine>(); wheels = engine.GetWheels(); MOTOR_BRAKE = engine.GetMotorBrake(); BRAKE = engine.GetBrake(); foreach (Wheel wheel in wheels) { if (wheel.side == "back") { motorBrakeWheel.Add(wheel); } } }
private void CarAddAndSetup(CarEngine component, List <Transform> nodes, GameObject car, int numberOfPath) { if (CheckCarsPositions(nodes.First().position, numberOfPath)) { //Upping first node and a car a little bit when spawn var node = nodes.First().position; node.y = 0.2f; car.transform.position = node; //Adding spawner object to car and number of path and list of nodes in path - deleting object need those properties component.spawner = this; component.pathNumber = numberOfPath; component.nodes = nodes; component.realisticSUT = realisticSUT; if (numberOfPath == 6 || numberOfPath == 7) { component.carTagsToAvoid.Add(carTags[6]); component.carTagsToAvoid.Add(carTags[7]); } else { component.carTagsToAvoid.Add(carTags[numberOfPath]); } if (numberOfPath < 4) { component.wallTagToAvoid = wallTags[0]; } if (numberOfPath < 8 && numberOfPath > 3) { component.wallTagToAvoid = wallTags[1]; } if (7 < numberOfPath && numberOfPath < 10) { component.wallTagToAvoid = wallTags[2]; } //Adding car to path list of cars carsInPaths[numberOfPath].Add(car); Instantiate(car); } else { //Debug.Log("Could not spawn on path" + nodes.First().position); } }
private void Start() { engine = GetComponent <CarEngine>(); turbo = GetComponent <Turbo>(); foreach (TextMeshProUGUI tm in UI.GetComponentsInChildren <TextMeshProUGUI>()) { if (tm.gameObject.name == "upsideDown") { upsideDownText = tm; } } engineOn = true; particles = transform.GetComponentInChildren <ParticleManager>(); UI.SetActive(true); upsideDownText.enabled = false; ActiveCamera(); }
public override void OnStartAuthority() { enabled = true; engine = GetComponent <CarEngine>(); brake = GetComponent <BrakeManager>(); boost = GetComponent <Turbo>(); car = GetComponent <Car>(); InputManager.Controls.Player.Move.performed += ctx => SetMovement(ctx.ReadValue <Vector2>()); InputManager.Controls.Player.Move.canceled += _ => StopMovement(); InputManager.Controls.Player.Boost.performed += _ => StartBoost(); InputManager.Controls.Player.Boost.canceled += _ => StopBoost(); InputManager.Controls.Player.Flip.performed += _ => Flip(); }
// Start is called before the first frame update public override void OnStartAuthority() { car = GetComponentInChildren <Car>(); engine = GetComponentInChildren <CarEngine>(); brakes = GetComponentInChildren <BrakeManager>(); turbo = GetComponentInChildren <Turbo>(); colliders = GetComponentInChildren <CarCollider>(); chat = GetComponent <ChatBehavior>(); chat.enabled = true; car.enabled = true; engine.enabled = true; brakes.enabled = true; turbo.enabled = true; colliders.enabled = true; car.SetEngineOn(true); }
public void TurnOnAndUpAndDownWithExecutor() { var engine = new CarEngine(); var executor = new EngineExecutor(engine); Assert.False(engine.IsEngineOn); executor.Run("On"); Assert.True(engine.IsEngineOn); Assert.Equal(0, engine.Rpm); executor.Run("Up"); Assert.Equal(1, engine.Rpm); executor.Run("Up"); Assert.Equal(2, engine.Rpm); executor.Run("Down"); Assert.Equal(1, engine.Rpm); Assert.True(engine.IsEngineOn); executor.Run("Off"); Assert.False(engine.IsEngineOn); Assert.Equal(0, engine.Rpm); }
public static bool add(CarEngine.Part type, int status, int amount) { bool success = false; string key = PartData.getKey(type, status); PartData part = PartData.getOne(x => x.key == key); if (part != null) { part.quantity += amount; part.save(); success = true; } else { PartData item = new PartData { part = (int)type, quantity = amount, status = status }; success = item.create (); } return success; }
public override void OnStartLocalPlayer() { // Get references multiplayerManager = GameObject.FindWithTag("MultiplayerManager").GetComponent<MultiplayerManager>(); playerTransform = transform; carEngine = GetComponent<CarEngine>(); // Set up player name GetNetIdentity(); SetNetIdentity(); // Set up MultiplayerManager if player is match server if (isServer) { multiplayerManager.itIsServer = true; } if (!isLocalPlayer) { GetComponent<CarController>().enabled = false; } }
public void displayMode(CarEngine.Mode mode) { string label = "Mode: "; switch (mode) { case CarEngine.Mode.Assembly: assemblyButton.Select(); label += "Assembly"; break; case CarEngine.Mode.Disassembly: disassemblyButton.Select(); label += "Disassembly"; break; case CarEngine.Mode.Status: statusButton.Select(); label += "Status"; break; } valueLabel.text = label; }
static void Main(string[] args) { Car Yugo = new Car("Zastava", "55"); Yugo.Color = "white"; Console.WriteLine("Yugo is {0}.", Yugo.Color); Console.WriteLine("Yugo is manufactured by {0}", Yugo.Manufacturer); Console.WriteLine("Yugo model is {0}", Yugo.Model); CarEngine engine = Yugo.Engine; Console.WriteLine("Yugo has a {0} HP engine, model {1}", engine.Power, engine.Name); Yugo.Drive(); Mathematics Math = new Mathematics(); List <int> nums = new List <int>(); nums.Add(1); nums.Add(9); Console.WriteLine("Sum = {0}", Mathematics.Sum(nums)); Console.WriteLine("Add = {0}", Math.Add(1, 9)); double n1 = 5, n2 = 0; string oper; oper = "+"; Console.WriteLine("[SimpleCalc] {0} {1} {2} = {3}", n1, oper, n2, SimpleCalc.Calc(oper, n1, n2)); oper = "-"; Console.WriteLine("[SimpleCalc] {0} {1} {2} = {3}", n1, oper, n2, SimpleCalc.Calc(oper, n1, n2)); oper = "*"; Console.WriteLine("[SimpleCalc] {0} {1} {2} = {3}", n1, oper, n2, SimpleCalc.Calc(oper, n1, n2)); oper = "/"; Console.WriteLine("[SimpleCalc] {0} {1} {2} = {3}", n1, oper, n2, SimpleCalc.Calc(oper, n1, n2)); Console.ReadKey(); }
public void Run() { int numberInputs = int.Parse(Console.ReadLine()); for (int i = 0; i < numberInputs; i++) { string[] carArgs = Console.ReadLine() .Split(" ", StringSplitOptions.RemoveEmptyEntries); string model = carArgs[0]; int engineSpeed = int.Parse(carArgs[1]); int enginePower = int.Parse(carArgs[2]); int cargoWeight = int.Parse(carArgs[3]); string cargoType = carArgs[4]; CarEngine engine = new CarEngine(engineSpeed, enginePower); Cargo cargo = new Cargo(cargoWeight, cargoType); double[] tireArgs = carArgs.Skip(5).Select(double.Parse).ToArray(); CreateTireCollection(tireArgs); CreateCarsCollection(model, engine, cargo); } string command = Console.ReadLine(); if (command == "fragile") { PrintFragileCargoCars(); } else { PrintFlamableCargoCars(); } }
public void DuplicateAnnotations() { CarEngine eng = new CarEngine(); eng.HorsePower = 23; eng.SerialNumber = "23-43###4"; IClassValidator classValidator = GetClassValidator(typeof(CarEngine)); var invalidValues = classValidator.GetInvalidValues(eng); invalidValues.Should().Have.Count.EqualTo(2); //This cannot be tested, the order is random //Assert.AreEqual("must contain alphabetical characters only", invalidValues[0].Message); //Assert.AreEqual("must match ....-....-....", invalidValues[1].Message); //Instead of that, I do this: invalidValues.Select(iv => iv.Message).Should() .Contain("must contain alphabetical characters only") .And .Contain("must match ....-....-...."); eng.SerialNumber = "1234-5678-9012"; classValidator.GetInvalidValues(eng).Should().Be.Empty(); }
// Use this for initialization void Start() { this.engineScript = this.GetComponentInParent<CarEngine> (); }
private void LerpRotations() { if (playerTransform == null) { playerTransform = transform; } if(carEngine == null) { carEngine = GetComponent<CarEngine>(); } if (!isLocalPlayer) { playerTransform.rotation = Quaternion.Lerp(playerTransform.rotation, playerRotation, Time.deltaTime * lerpScale); carEngine.throttle = throttle; carEngine.brake = brake; carEngine.handbrake = handBrake; carEngine.steer = steer; carEngine.Gear = gear; backFireObject.SetActive(backFire); nitroFireObject.SetActive(nitroFire); } }
private void Start() { // Get references multiplayerManager = GameObject.FindWithTag("MultiplayerManager").GetComponent<MultiplayerManager>(); playerTransform = transform; carEngine = GetComponent<CarEngine>(); if (!isLocalPlayer) { GetComponent<CarController>().enabled = false; } }
public static Car BuildARunningCar(CarEngine engine, CarWheel wheel, CarGas gas) { return new Car(); }
private void Start() { carSetup = GetComponent<CarSetup>(); carEngine = GetComponent<CarEngine>(); }
public void StartGamePlayer() { // Get player references players = GameObject.FindGameObjectsWithTag("Player"); for(int i = 0; i < players.Length; i++) { if(players[i].GetComponent<NetworkIdentity>().isLocalPlayer) { carController = players[i].GetComponent<CarController>(); carEngine = carController.GetComponent<CarEngine>(); carSetup = carController.GetComponent<CarSetup>(); carAudio = carController.GetComponent<CarAudio>(); carRigidbody = carController.GetComponent<Rigidbody>(); carController.enabled = false; carEngine.enabled = true; // Disable car audio carAudio.EnableSources(0.5f); Debug.Log ("MultiplayerManager: player initialization complete"); break; } } }
public void Start() { Instance = this; }
// Use this for initialization void Start() { carEngine = gameObject.GetComponent<CarEngine> (); }
private void Start () { // Initialize values engine = GetComponent<CarEngine>(); carSetup = GetComponent<CarSetup>(); wheels = carSetup.Wheels; basicMaxRPM = carSetup.EngineMaxRPM; lightsSetup = GetComponent<LightsSetup>(); audioSource = GetComponent<AudioSource>(); cameraRig = GetComponent<CameraRig>(); carRigidbody = GetComponent<Rigidbody>(); carInput = CarInput.Instance; rumbling = false; rumbleTemp = rumbleTempInit; auxObject = null; dataManager = DataManager.Instance; sparksManager = GameObject.Find ("SparksManager").GetComponent<SparksManager>(); lookBack = false; respawnTemp = respawnTempInit; isPlayer = false; if(GetComponent<NetworkIdentity>()) { netIdentity = GetComponent<NetworkIdentity>(); isPlayer = netIdentity.isLocalPlayer; } else { isPlayer = true; } // Set up visual car switch(Application.platform) { case RuntimePlatform.WindowsEditor: case RuntimePlatform.WindowsPlayer: case RuntimePlatform.WindowsWebPlayer: { for(int i = 0; i < lowObjects.Length; i++) { lowObjects[i].SetActive (false); } for(int i = 0; i < highObjects.Length; i++) { highObjects[i].SetActive (true); } break; } case RuntimePlatform.WebGLPlayer: case RuntimePlatform.IPhonePlayer: case RuntimePlatform.BlackBerryPlayer: case RuntimePlatform.Android: { for(int i = 0; i < lowObjects.Length; i++) { lowObjects[i].SetActive (true); } for(int i = 0; i < highObjects.Length; i++) { highObjects[i].SetActive (false); } break; } default: { for(int i = 0; i < lowObjects.Length; i++) { lowObjects[i].SetActive (true); } for(int i = 0; i < highObjects.Length; i++) { highObjects[i].SetActive (false); } break; } } renderers = GetComponentsInChildren<MeshRenderer>(); }
public static string getKey(CarEngine.Part part, int status) { return (int)part + "-" + status; }
private void Start() { volumeFadeIn = true; AudioListener.volume = 0.0f; // Initialize values pauseAnimation = false; pause = false; started = false; settings = false; isDrifting = false; canContinue = false; canDrift = true; canShowExtra = true; avoiding = false; pressedExit = false; tutorial = false; canAdvanceTutorial = true; driftTutorial = false; driftTutorialObjective = false; driftTutorialDriftDone = false; checkingGamepad = false; disabledUI = false; totalScore = 0; driftScore = 0; maxDriftScore = 0; multiplier = 0; challengeTextState = 0; tutorialState = 0; driftTutorialState = 0; playerName = ""; previousTimeScale = Time.timeScale; rigidbodyVelocity = Vector3.zero; multiplierTemp = multiplierTempInit; collisionTemp = collisionTempInit; avoidTemp = avoidTempInit; initPosition = new Vector3[labelsUI.Length]; dataManager = DataManager.Instance; carInput = CarInput.Instance; // Initialize time challenge values leftTime = leftTimeInit; timePickupsCount = timePickupRoot.transform.childCount; currentTimePickup = 0; timePickups = new GameObject[timePickupsCount]; for(int i = 0; i < timePickups.Length; i++) { timePickups[i] = timePickupRoot.transform.GetChild (i).gameObject; } for(int i = 0; i < timePickups.Length; i++) { timePickups[i].GetComponent<DriftPickup>().DisablePickupForMinimap(); } timeChallengeUI.SetActive (false); for(int i = 0; i < freeTutorialLabels.Length; i++) { freeTutorialCameras[i].enabled = false; freeTutorialLabels[i].SetActive (false); } for(int i = 0; i < challengeTutorialCameras.Length; i++) { challengeTutorialCameras[i].enabled = false; challengeTutorialLabels[i].SetActive (false); } // Get player references carController = GameObject.FindWithTag ("Player").GetComponent<CarController>(); carEngine = carController.GetComponent<CarEngine>(); carSetup = carController.GetComponent<CarSetup>(); carAudio = carController.GetComponent<CarAudio>(); carRigidbody = carController.GetComponent<Rigidbody>(); introAnimation = GetComponent<CameraIntroAnimation>(); settingsManager = GetComponent<SettingsManager>(); extraTweenText = extraTween.GetComponent<Text>(); challengeLabelTween = challengeLabel.GetComponent<TweenFontSize>(); bloomUI = GameObject.Find ("UICamera").GetComponent<Bloom>(); if(dataManager.isGamepad) { #if !UNITY_EDITOR UnityEngine.Cursor.visible = false; UnityEngine.Cursor.lockState = CursorLockMode.Locked; #endif } else { #if !UNITY_EDITOR UnityEngine.Cursor.visible = false; UnityEngine.Cursor.lockState = CursorLockMode.None; #endif } // Load data maxDriftScore = dataManager.bestDrift; for(int i = 0; i < labelsUI.Length; i++) { labelsUI[i].color = initColor; auxColor = labelsUI[i].color; auxColor.a = initAlpha; labelsUI[i].color = auxColor; initPosition[i] = labelsUI[i].transform.position; } pauseUI.SetActive (false); settingsUI.SetActive (false); gameplayUI.SetActive (false); startUI.SetActive(false); bloomUI.enabled = false; carController.enabled = false; carEngine.enabled = false; carSetup.enabled = false; carRigidbody.isKinematic = true; //carRigidbody.constraints = RigidbodyConstraints.FreezeAll; // Disable car audio carAudio.EnableSources(0.5f); EventSystem.current.SetSelectedGameObject(null); }
void playSound(CarEngine.Part type) { switch (type) { case CarEngine.Part.BOLT: SoundManager.Instance.playSound(SoundManager.EFFECT_SCREW, this.gameObject); break; case CarEngine.Part.COVER: case CarEngine.Part.OIL_CAP: default: SoundManager.Instance.playSound(SoundManager.EFFECT_OPEN_CASE, this.gameObject); break; } // @ToDo: if disassembly mode add an end sound of the part hitting the floor }
public void Awake() { // Pre-Initialize values CarEngine = GetComponent(typeof(CarEngine)) as CarEngine; CarSetup = GetComponent(typeof(CarSetup)) as CarSetup; SetupAudioSources(); for (int i = 0; i < this.RPMLevels.Length; i++) { this.RPMLevels[i].Source = ((i % 2) != 0) ? this.AudioChannel2 : this.AudioChannel1; } this.rpmLevelStages[0] = new RPMLevelStage(); this.rpmLevelStages[1] = new RPMLevelStage(); if (this.AudioChannel1 != null) { this.AudioChannel1.loop = true; this.AudioChannel1.volume = 0f; } if (this.AudioChannel2 != null) { this.AudioChannel2.loop = true; this.AudioChannel2.volume = 0f; } isPaused = false; blnIsTurboInRange = false; rpmLevelStage = null; rpmLevel = null; currentRPMDiff = 0.0f; levelRPMDiff = 0.0f; rpmTime = 0.0f; pitchDiff = 0.0f; stageRPMCoef = 0.0f; levelStage1 = null; levelStage2 = null; auxObject = null; sources = GetComponentsInChildren<AudioSource>(); }
public static Car BuyACar() { CarEngine selectedEngine = new CarEngine(); //Select an Engine you like CarWheel selectedWheel = new CarWheel(); //Select a Wheel you like Car car = CarVendingMachine.GetACarFromFactory(selectedEngine, selectedWheel); return car; }