Esempio n. 1
0
    //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> ();
    }