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 (); } }
/// <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(); } }
private IEnumerator ChangeAIPaths (float time, UnityStandardAssets.Utility.WaypointCircuit wc, CarAIControl ai) { yield return new WaitForSeconds (time); ai.switchCircuit(wc, 0); }