//Overall get in car function. private void getInCar() { m_ShootDot.SetActive(false); CarRaceManager curCarRaceManager = m_CarRaceManagers [m_CurRacePhase].GetComponentInChildren <CarRaceManager> (); curCarRaceManager.m_EnemiesLeftTimeManager = m_EnemiesLeftTimeManager; curCarRaceManager.m_GameManager = this; curCarRaceManager.m_TimeToStartRaceText = m_RoundTimeTextObject; bool countdownWanted = curCarRaceManager.m_CountDownWanted; StartCoroutine(setUpCar(curCarRaceManager, countdownWanted)); CarOnTriggerEnter carOnTriggerEnter = m_Car.GetComponentInChildren <CarOnTriggerEnter> (); carOnTriggerEnter.m_CarRaceManager = curCarRaceManager; carOnTriggerEnter.m_ShouldRecognizeTriggers = true; turnOffPlayer(); setUpCamera(); }
/* * Manages one race. */ //Sets up all the references the racemanager will need. Car is set from the gamemanager script. public void setUpReferences() { m_CarOnTriggerEnter = m_Car.GetComponentInChildren <CarOnTriggerEnter> (); m_CarController = m_Car.GetComponentInChildren <UnityStandardAssets.Vehicles.Car.CarController> (); }