Esempio n. 1
0
 private static List <CarManager> ToManagers(this VehicleManagers managers)
 {
     return(managers.HasValue()
         ? new List <CarManager>(managers.Managers.Select(id => new CarManager {
         Id = id
     }))
         : new List <CarManager>());
 }
    /// <summary>
    /// Creates the VehicleManagers ready to drive. The actual vehicles are hidden and then cloned as CarManagerType.Replayer
    /// </summary>
    /// <param name="Vehicle"></param>
    /// <param name="color"></param>
    public void CreateLiveRacersForReplayerToHide()
    {
        Debug.Log("DrivingPlayManager Create Hidden Racers For Replay");
        VehicleManagers.Clear();
        playingOffline = true;
        if (GameData.current.Scene == "Desert")
        {
            RenderSettings.fog = false;
        }
        else
        {
            RenderSettings.fog = true;
        }
        RenderSettings.fogDensity = 0.015f;

        Race.Current      = new Race();
        Race.Current.Laps = 3;

        //OK we have to create these but the vehicle get hidden and then cloned as CarManagerType.Replayer
        PlayerCarManager = new VehicleManager(0, CarManagerType.Player, Main.Instance.Vehicles[0].Vehicle, Main.Instance.Vehicles[0].Color);
        VehicleManagers.Add(PlayerCarManager);
        if (!GameObject.Find("DrivingGUICanvas(Clone)"))
        {
            DrivingGUICanvas = (GameObject)GameObject.Instantiate(Resources.Load("Prefabs/DrivingGUICanvas"), new Vector3(354f, 183f, 0), Quaternion.identity);
        }
        DrivingGUICanvas.GetComponent <DrivingMenuController>().ShowPanel(false);
        for (int Opp = 1; Opp < Main.Instance.Vehicles.Count; Opp++)
        {
            iVehicleManager AICarManager;
            AICarManager = new VehicleManager((byte)Opp, CarManagerType.AI, Main.Instance.Vehicles[Opp].Vehicle, Main.Instance.Vehicles[Opp].Color);
            VehicleManagers.Add(AICarManager);
        }

        Race.Current.ArrangeGrid();
        CamSelector.Instance.Init();
        RaceRecorder.current        = new RaceRecorder(VehicleManagers);
        Recrdng.Current.Recordables = VehicleManagers.Select(vm => new RecordableVehicle(vm)).ToList();
        RaceRecorder.current.State  = "Stopped";
        PauseCars();
    }
    public void PlayOffline(string Vehicle, string color)
    {
        List <String> AvailableColors = new List <String> {
            "Red", "Pink", "Purp", "Black", "Blue", "Yellow", "Green"
        };

        VehicleManagers.Clear();
        playingOffline = true;
        if (GameData.current.Scene == "Desert")
        {
            RenderSettings.fog = false;
        }
        else
        {
            RenderSettings.fog = true;
        }
        RenderSettings.fogDensity = 0.015f;
        //if (Race.Current != null) Debug.Log("Need to RaceCurrentDispose"); Havent found a problem here yet
        Race.Current      = new Race();
        Race.Current.Laps = _MainScript.Laps;

        PlayerCarManager = new VehicleManager(0, CarManagerType.Player, Vehicle, color);
        VehicleManagers.Add(PlayerCarManager);
        AvailableColors.Remove(color);
        if (!GameObject.Find("DrivingGUICanvas(Clone)"))
        {
            DrivingGUICanvas = (GameObject)GameObject.Instantiate(Resources.Load("Prefabs/DrivingGUICanvas"), new Vector3(354f, 183f, 0), Quaternion.identity);
        }
        Transform trCanvas = DrivingGUICanvas.transform;

        trCanvas.Find("pnlDrivingMenu/Speedo").GetComponent <SpeedoController>().Init();
        InputGUI = GameObject.Find("ControlCanvas");
        SendPlayerInstantiateEvent(PlayerCarManager.goCar.transform); //this event is consumed by scenery that Tracks the player car like the Spectator and the pheasant

        for (int Opp = 0; Opp < _MainScript.OpponentCount; Opp++)
        {
            string _veh = "Car";
            if (_MainScript.RandomVehicles == false)
            {
                _veh = Vehicle;
            }
            else
            {
                switch (UnityEngine.Random.Range(0, 3))
                {
                case 0: break;

                case 1: _veh = "Hotrod"; break;

                case 2: _veh = "Anglia"; break;
                }
            }
            int             Rnd    = UnityEngine.Random.Range(0, AvailableColors.Count);
            String          _color = AvailableColors[Rnd];
            iVehicleManager AICarManager;
            AICarManager = new VehicleManager((byte)(Opp + 1), CarManagerType.AI, _veh, _color);
            AvailableColors.Remove(_color);
            VehicleManagers.Add(AICarManager);
        }
        if (_MainScript.Ghost)
        {
            GhostCarManager = new VehicleManager(99, CarManagerType.Ghost, "Ghost", "G");
            //if(File.Exists(Application.persistentDataPath + "/" + Game.current.Filename + ".gst"))
        }

        Race.Current.ArrangeGrid();
        CamSelector.Instance.Init();
        RaceRecorder.current       = new RaceRecorder(VehicleManagers);
        Recrdng.Current            = new Recrdng();
        RaceRecorder.current.State = "Recording";
    }
Esempio n. 4
0
 public VehicleManagersSpec()
 {
     this.managers = new VehicleManagers();
 }