Esempio n. 1
0
    // Start is called before the first frame update
    public void Initialize()
    {
        characterPosition = 0;
        currentRoadStage  = initialRoadStage;
        nextCharacterPositionRoadPieceDistance = 1;

        Reinitialize();
    }
Esempio n. 2
0
    // Start is called before the first frame update
    void Start()
    {
        winCanvas.SetActive(false);
        mainCamera = Camera.main;

        roadLongitudeRemaining = roadLongitude;
        firstRoad = FindObjectOfType <CarreteraSpawnBehaviour>();
        firstRoad.Initialize();

        FindObjectOfType <CharacterBehaviour>().Initialize();
    }
Esempio n. 3
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    private void Reinitialize()
    {
        characterPosition = 0;
        currentRoadStage  = initialRoadStage;
        nextCharacterPositionRoadPieceDistance = 0;

        transform.position   = Vector3.zero;
        transform.rotation   = Quaternion.Euler(Vector3.zero);
        mesh.position        = Vector3.zero;
        mesh.rotation        = Quaternion.Euler(Vector3.zero);
        transformer.position = Vector3.zero;
        transformer.rotation = Quaternion.Euler(Vector3.zero);
    }
Esempio n. 4
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    void DefaultUpdate()
    {
        if (Input.GetKey(KeyCode.Space))
        {
            characterPosition += characterSpeed * Time.deltaTime;

            if (currentRoadStage.displacementType == CarreteraSpawnBehaviour.DisplacementType.straight)
            {
                transform.position += ((transformer.forward * Time.deltaTime * -1 * characterSpeed));
            }
            else if (currentRoadStage.displacementType == CarreteraSpawnBehaviour.DisplacementType.curveLeft)
            {
                transformer.Rotate(0, -90 * Time.deltaTime * characterSpeed / currentRoadStage.roadLength, 0);
            }
            else
            {
                transformer.Rotate(0, 90 * Time.deltaTime * characterSpeed / currentRoadStage.roadLength, 0);
            }
        }

        if (characterPosition >= nextCharacterPositionRoadPieceDistance)
        {
            CarreteraSpawnBehaviour pieza = currentRoadStage.nextPiece.GetComponent <CarreteraSpawnBehaviour>();
            nextCharacterPositionRoadPieceDistance += pieza.roadLength;
            currentRoadStage = pieza;

            if (currentRoadStage.displacementType == CarreteraSpawnBehaviour.DisplacementType.final)
            {
                win = true;
                FindObjectOfType <SceneLogic>().Win();
            }

            transformer.position = pieza.displacementPoint.transform.position;
            transformer.rotation = pieza.displacementPoint.transform.rotation;

            mesh.position           = pieza.transform.position;
            mesh.transform.rotation = pieza.transform.rotation;
        }
    }