Esempio n. 1
0
 public static bool isRestarting()
 {
     isRestart = false;
     if (!SpeedModel.isEnabled)
     {
         SpeedModel.isEnabled = true;
     }
     else if (SpeedModel.isRestartEnabled())
     {
         isRestart = true;
         restartCount++;
     }
     return(isRestart);
 }
Esempio n. 2
0
 public void Start()
 {
     player       = GameObject.Find("Player");
     playerCamera = GameObject.Find("Camera");
     SpeedModel.player.setup(player.transform.position.z, playerCamera.transform.position.z);
     SpeedModel.setIsShort(isShort);
     model.Start();
     road       = GameObject.Find("Road").GetComponent <RoadController>();
     road.model = model;
     ConstructCompetitors(model, competitorPrefab);
     finish = GameObject.Find("Finish");
     finish.transform.position = Vector3.forward * SpeedModel.finishZ;
     finishText = (TextMesh)GameObject.Find("FinishText").GetComponent <TextMesh>();
     restart    = GameObject.Find("RestartText");
     restart.SetActive(SpeedModel.isRestartEnabled());
 }
Esempio n. 3
0
 /**
  * Controller explicitly orders updates:  All models then all views.
  * Was updating on each prefab's component script.  Also tried fixed update.
  * It turns out the order of updates is arbitrary so one view can update before the model and another afterward.
  * http://answers.unity3d.com/questions/46107/in-what-order-are-all-the-update-functions-called.html
  * Test case:  2015-11-01 Expect camera smoothly follows player and each keyboard input is processed exactly once.  Got player position jitters or keyboard input not processed every time or processed twice.
  */
 public void Update()
 {
     UpdateInput(model.steering);
     model.Update(Time.deltaTime);
     playerRank  = model.playerRank;
     playerSpeed = SpeedModel.player.speed;
     SetCompetitorPosition(SpeedModel.competitors);
     SetRankText(finishText);
     SetPosition(player.transform, model.steering.x, SpeedModel.player.z);
     SetPosition(playerCamera.transform, model.steering.cameraX, SpeedModel.player.cameraZ);
     restart.SetActive(SpeedModel.isRestartEnabled());
     if (SpeedModel.isRestart)
     {
         SpeedModel.isRestart = false;
         if (isVerbose)
         {
             Debug.Log("RaceModel.Update: Restart");
         }
         Application.LoadLevel(Application.loadedLevel);
     }
 }