Esempio n. 1
0
    // Use this for initialization
    void Start()
    {
        FINISH_LINE_LAYER = LayerMask.NameToLayer("FinishLine");

        _trackController = FindObjectOfType <RaceTrackController>();
        _trackController.onLapFinished  = OnLapFinished;
        _trackController.onRaceFinished = OnRaceFinished;

        RetainedUserPicksScript userPicksScript = RetainedUserPicksScript.Instance;

        _multiplayerGame = userPicksScript.multiplayerGame;
        if (!_multiplayerGame)
        {
            SetupSinglePlayerGame();
        }
        else
        {
            SetupMultiplayerGame();
        }
    }
Esempio n. 2
0
    void SetupSinglePlayerGame()
    {
        RetainedUserPicksScript userPicksScript = RetainedUserPicksScript.Instance;

        // Can we get the car number from the previous menu?
        CarController car = myCar.GetComponent <CarController>();

        car.SetCarChoice(userPicksScript.carSelected, false);
        car.id = _myParticipantId;

        // Set our time left and laps remaining
        _timeLeft      = startTimesPerLevel[userPicksScript.diffSelected];
        _lapsRemaining = lapsPerLevel[userPicksScript.diffSelected];

        guiObject.SetTime(_timeLeft);
        guiObject.SetLaps(_lapsRemaining);
        _trackController.targetLaps = _lapsRemaining;

        car.SpawnAtStart(0);

        for (int i = 0; i < numOpponents; ++i)
        {
            GameObject  c = GameObject.Instantiate(opponentPrefab);
            VehicleBase v = c.GetComponent <VehicleBase>();
            v.Setup();
            v.SetCarChoice(0, false);
            v.SpawnAtStart(i + 1);
        }

        VehicleBase[] cars = FindObjectsOfType <VehicleBase>();
        _vehicles = new List <VehicleBase>(cars.Length);
        for (int i = 0; i < cars.Length; ++i)
        {
            _vehicles.Add(cars[i]);
        }

        // Rules are created with the expectation that top will execute first, but data works better to remove from the end
        rules.Reverse();
        AdvanceToNextRule();
    }
Esempio n. 3
0
    // Use this for initialization
    void Start()
    {
        RetainedUserPicksScript userPicksScript = RetainedUserPicksScript.Instance;

        _multiplayerGame = userPicksScript.multiplayerGame;
        if (!_multiplayerGame)
        {
            // Can we get the car number from the previous menu?
            myCar.GetComponent <CarController>().SetCarChoice(userPicksScript.carSelected, false);
            // Set the background
            background.GetComponent <SpriteRenderer>().sprite = backgroundSprites[userPicksScript.diffSelected - 1];
            // Set our time left and laps remaining
            _timeLeft      = startTimesPerLevel[userPicksScript.diffSelected - 1];
            _lapsRemaining = lapsPerLevel[userPicksScript.diffSelected - 1];

            guiObject.SetTime(_timeLeft);
            guiObject.SetLaps(_lapsRemaining);
        }
        else
        {
            SetupMultiplayerGame();
        }
    }