void Start() { lastPosition = transform.position; GameObject meshPrefab = meshName == null || meshName.Length == 0 ? VehicleModelManager.GetRandomVehicleModel() : VehicleModelManager.GetVehicleModel(meshName); var meshObject = Instantiate(meshPrefab); meshObject.transform.SetParent(transform, false); bodyMesh = meshObject.GetComponent <MeshRenderer>(); bodyMesh.material.color = Color.HSVToRGB(Random.Range(0.0f, 1.0f), 1.0f, 1.0f); targetSpeed = maxSpeed; transform.position = roundabout.GetPointOnLane(CurrentLane, CurrentAngle); transform.forward = GetTangentToRoundabout(); }
Vector3 GetForward() { Vector3 nextPos = roundabout.GetPointOnLane(CurrentLane, CurrentAngle + 1.0f); return((nextPos - transform.position).normalized); }