Esempio n. 1
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		private IEnumerator ChangeAIPaths (float time, UnityStandardAssets.Utility.WaypointCircuit wc,
			CarAIControl ai, Action postPathChange)
		{
			yield return new WaitForSeconds (time);
			ai.switchCircuit(wc, 0);
			if (postPathChange != null) {
				postPathChange ();					
			}
		}
Esempio n. 2
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 /// <param name="MouseLock">Players own FirstPersonController</param>
 /// <param name="isInGame">Is it in game</param>
 public void Exiting(UnityStandardAssets.Characters.FirstPerson.FirstPersonController MouseLock, bool isInGame)
 {
     if(isInGame)
     {
         MouseLock.m_MouseLook.lockCursor = false;
         UnityEngine.Cursor.visible = true;
         backButton.onClick.Invoke();
     }
     else if(!isInGame)
     {
         MouseLock.m_MouseLook.lockCursor = false;
         UnityEngine.Cursor.visible = true;
         backButton.onClick.Invoke();
     }
 }
Esempio n. 3
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		private IEnumerator ChangeAIPaths (float time, UnityStandardAssets.Utility.WaypointCircuit wc,
			CarAIControl ai)
		{
			yield return new WaitForSeconds (time);
			ai.switchCircuit(wc, 0);
		}