private void StartCar() { //activate vehicle scripts _carController.canControl = true; _carController.StartEngine(); //update player movement scripts playerInteraction.busy = false; playerInteraction.playerNav.enabled = false; //tell driving cameras to follow new player vehicle playerInteraction.cameraBrain.enabled = true; driveCam = playerInteraction.driveCam; inCarCam = playerInteraction.inCarCam; driveCam.LookAt = this.transform; driveCam.Follow = this.transform; driveCam.Priority = 11; inCarCam.LookAt = this.transform; inCarCam.Follow = this.transform; if (_siren != null) { _siren.enabled = true; } }
public void ContinueAdsForTimeCheckpoint() { losePanel.SetActive(false); curr = 25; carController.StartEngine(); count = 0; StopAllCoroutines(); }
void OnEnable() { OnPlayerSpawned(this); if (!carController.engineRunning) { carController.StartEngine(); } }
///<summary> /// Sets engine state of the vehicle. ///</summary> public static void SetEngine(RCC_CarControllerV3 vehicle, bool engineState) { if (engineState) { vehicle.StartEngine(); } else { vehicle.KillEngine(); } }
///<summary> /// Spawn a RCC vehicle prefab with given position, rotation, sets its controllable, and engine state. ///</summary> public static RCC_CarControllerV3 SpawnRCC(RCC_CarControllerV3 vehiclePrefab, Vector3 position, Quaternion rotation, bool registerAsPlayerVehicle, bool isControllable, bool isEngineRunning) { RCC_CarControllerV3 spawnedRCC = (RCC_CarControllerV3)GameObject.Instantiate(vehiclePrefab, position, rotation); spawnedRCC.gameObject.SetActive(true); spawnedRCC.SetCanControl(isControllable); if (registerAsPlayerVehicle) { RCC_SceneManager.Instance.RegisterPlayer(spawnedRCC); } if (isEngineRunning) { spawnedRCC.StartEngine(true); } else { spawnedRCC.KillEngine(); } return(spawnedRCC); }