public void SetIsStopMoveCar(bool isStop) { //Debug.Log("Unity:"+"SetIsStopMoveCar -> isStop "+isStop); if (IsStopMoveCar == isStop) { return; } IsStopMoveCar = isStop; m_Driving = !isStop; if (CarMoveCom == null) { CarMoveCom = GetComponent <XKCarMoveCtrl>(); } if (WaypointCom == null) { WaypointCom = GetComponent <WaypointProgressTracker>(); } if (!isStop) { CarMoveCom.StartMoveCar(); m_Target = WaypointCom.target; WaypointCom.Reset(); } else { CarMoveCom.StopMoveCar(); } }
void Awake() { Destroyed = false; CarProgressTracker = GetComponent <WaypointProgressTracker>(); triggerLastTime = -1000; DamageMade = Money; }
/// <summary> /// Спавним ботов /// </summary> private void SpawBots() { int numberBot = 0; while (IsCanSpawnBot(numberBot)) { if (pathsContainer.Paths.Count == 0) { return; } Transform startPoint = CheckPosition(); Transform transformBot = Instantiate(prefabBot, startPoint.position, startPoint.rotation, parentCar); string nameDriver = NameBot(); transformBot.name = "Enemy_" + nameDriver; transformBot.GetComponent <DriverName>().Driver_Name = nameDriver; SpawnWaypointCircuit(nameDriver); WaypointProgressTracker newWaypointProgressTracker = transformBot.GetComponent <WaypointProgressTracker>(); newWaypointProgressTracker.circuit = newWaypointCircuit; newWaypointProgressTracker.Reset(); Color newBotColor = CheckColor(); AddColorBot(newBotColor, transformBot); ViewName viewName = Instantiate(prefabUi, Vector3.one * 1000, Quaternion.identity, parentUi); viewName.name = "ViewName_" + nameDriver; viewName.Init(transformBot, newBotColor, nameDriver); numberBot++; } }
private void OnTriggerEnter(Collider other) { progresstracker = car.GetComponent <WaypointProgressTracker>(); carControl = car.GetComponent <CarAIControl>(); //progresstracker.gameObject.SetActive(false); //carControl.gameObject.SetActive(false); car.AddComponent <CirclingMotion>(); }
// Use this for initialization void Start() { ready = GetComponent <Text>(); shoot = FindObjectOfType <Shooting>(); waypoint = FindObjectOfType <WaypointProgressTracker>(); count = 0; changeText(); }
/// <summary> /// Function Called when the object is activated for the first time. Used for initializations /// </summary> void Awake() { myWpPrTrk = transform.GetComponent <WaypointProgressTracker>(); usedWaypoint = ((GameObject)Instantiate(baseWaypointCircuit, transform.position + Vector3.up * wpHeight, Quaternion.identity)).GetComponent <WaypointCircuit>(); usedSinglePoint = ((GameObject)Instantiate(singlePointObject, transform.position + Vector3.up * wpHeight, Quaternion.identity)).GetComponent <singlePoint>(); myWpPrTrk.setWaypoint(usedSinglePoint); actualDotsQty = usedWaypoint.transform.childCount; }
void Start() { _st = gameObject.GetComponent <Stats>(); _mc = gameObject.GetComponent <MoveComponent>(); _WPT = gameObject.GetComponent <WaypointProgressTracker>(); _h = gameObject.GetComponent <HealthModule>(); _as = gameObject.GetComponent <ActiveState>(); TypeChangerTimer = 0; }
private void LoadPrefabs() { obstacles = new GameObject("Obstacles"); pillarPrefab = Resources.Load <Transform>("Pillar"); checkPointPrefab = Resources.Load <CheckPoint>("CheckPoint"); carPrefab = Resources.Load <WaypointProgressTracker>("Car"); characterPrefab = Resources.Load("Character"); ramps.Add(Resources.Load <Transform>("MiniRamp")); ramps.Add(Resources.Load <Transform>("Ramp")); }
void Start() { my_ai = GetComponent <CarAIControl>(); my_control = GetComponent <CarUserControl>(); my_pause = GetComponent <pause_controller_s>(); my_wpt = GetComponent <WaypointProgressTracker>(); Update_Lap_Display(); SetComponents(); }
void Start() { car = GetComponent <CarController>(); car_state = GetComponent <csCarState>(); ai = GetComponent <CarAIControl>(); tracker = GetComponent <WaypointProgressTracker>(); Original_Destroy = GameObject.Find("Original_Target_Setting").GetComponent <csDestroy_Original>(); Ranking = GameObject.Find("Directional Light").GetComponent <csRanking>(); GameTimer = GameObject.Find("Directional Light").GetComponent <csGameTimer>(); }
public void CopyFrom(WaypointProgressTracker other) { circuit = other.circuit; progressDistance = other.progressDistance; progressNum = other.progressNum; if (progressStyle == ProgressStyle.PointToPoint) { target.position = circuit.Waypoints[progressNum].position; target.rotation = circuit.Waypoints[progressNum].rotation; } }
// This method spawns each enemy wave for the teams // Sends data to each minion playerstats script void SpawnMinion(WaveData wave) { AIEntity minionEntity = ServerEntitySpawner.instance.SpawnMinion(wave.m_entityIdentifier, wave.m_position.position, transform.rotation); waypointScript = minionEntity.GetComponent <WaypointProgressTracker>(); minionScript = minionEntity.GetComponent <AIEntity>(); waypointScript.circuit = circuitScript; minionEntity.name = wave.m_entityIdentifier + waveNumber.ToString(); (minionScript.EntityLogic as MinionWaveLogic).XOffset = wave.m_position.position.x; waveNumber++; }
public void rightLaneChange() { WaypointProgressTracker customPT = transform.GetComponentInParent <WaypointProgressTracker>(); ConnectedWaypoints z = customPT.circuit.transform.GetComponentInParent <ConnectedWaypoints>(); WaypointCircuit nextCircuit = z.GetRightCircuit(); if (nextCircuit != null) { customPT.circuit = nextCircuit; } }
private void activateLaneChange() { WaypointProgressTracker customPT = transform.GetComponentInParent <WaypointProgressTracker>(); ConnectedWaypoints z = customPT.circuit.transform.GetComponentInParent <ConnectedWaypoints>(); WaypointCircuit nextCircuit = z.GetAdjacentCircuit(); if (nextCircuit != null) { customPT.circuit = nextCircuit; } }
// Use this for initialization void Start() { if (_autoStart) { _moving = true; } _rigidBody = GetComponent <Rigidbody>(); _wayPointProgress = GetComponentInChildren <WaypointProgressTracker>(); _targetPos = _wayPointProgress.target.position; }
void Start() { ai = GetComponent <CarAIControl>(); CollCheck = GetComponent <csCollisionCheck>(); car = GetComponent <CarController>(); childBody = gameObject.transform.FindChild("Image").gameObject; car_body = gameObject.transform.FindChild("Body").gameObject; Big_Jump_Target = GameObject.Find("Big_Jump_Area").transform.FindChild("Big_Jump_Point"); Big_Jump_Target1 = GameObject.Find("Big_Jump_Area").transform.FindChild("Big_Jump_Point1"); tracker = GetComponent <WaypointProgressTracker>(); StartCoroutine(JumperTrigger()); }
/// void Start() { GooglePlayGames.PlayGamesPlatform.Activate(); P1_Button_Text.text = UserManager.Instance().name; GameFIN = GameObject.Find("Directional Light").GetComponent <csGameFINISH>(); P1_Name.text = UserManager.Instance().name; Player1_traker = GameObject.Find("MyPlayer").GetComponent <WaypointProgressTracker>(); Player2_traker = GameObject.Find("Computer1").GetComponent <WaypointProgressTracker>(); Player3_traker = GameObject.Find("Computer2").GetComponent <WaypointProgressTracker>(); Player4_traker = GameObject.Find("Computer3").GetComponent <WaypointProgressTracker>(); Player1_CollCheck = GameObject.Find("MyPlayer").GetComponent <csCollisionCheck>(); Player2_CollCheck = GameObject.Find("Computer1").GetComponent <csCollisionCheck>(); Player3_CollCheck = GameObject.Find("Computer2").GetComponent <csCollisionCheck>(); Player4_CollCheck = GameObject.Find("Computer3").GetComponent <csCollisionCheck>(); P1_Car_State = GameObject.Find("MyPlayer").GetComponent <csCarState>(); P2_Car_State = GameObject.Find("Computer1").GetComponent <csCarState>(); P3_Car_State = GameObject.Find("Computer2").GetComponent <csCarState>(); P4_Car_State = GameObject.Find("Computer3").GetComponent <csCarState>(); P1_Carcontroller = GameObject.Find("MyPlayer").GetComponent <CarController>(); P2_Carcontroller = GameObject.Find("Computer1").GetComponent <CarController>(); P3_Carcontroller = GameObject.Find("Computer2").GetComponent <CarController>(); P4_Carcontroller = GameObject.Find("Computer3").GetComponent <CarController>(); P1_Speed1_Ex = P1_Car_State.maxSpeed * 0.8f; P1_Speed1_0x = P1_Car_State.maxSpeed * 1.2f; P1_Speed1_1x = P1_Car_State.maxSpeed * 1.5f; P1_Speed1_2x = P1_Car_State.maxSpeed * 2.0f; P2_Speed1_Ex = P1_Car_State.maxSpeed * 0.8f; P2_Speed1_0x = P2_Car_State.maxSpeed * 1.2f; P2_Speed1_1x = P2_Car_State.maxSpeed * 1.5f; P2_Speed1_2x = P2_Car_State.maxSpeed * 2.0f; P3_Speed1_Ex = P1_Car_State.maxSpeed * 0.8f; P3_Speed1_0x = P3_Car_State.maxSpeed * 1.2f; P3_Speed1_1x = P3_Car_State.maxSpeed * 1.5f; P3_Speed1_2x = P3_Car_State.maxSpeed * 2.0f; P4_Speed1_Ex = P1_Car_State.maxSpeed * 0.8f; P4_Speed1_0x = P4_Car_State.maxSpeed * 1.2f; P4_Speed1_1x = P4_Car_State.maxSpeed * 1.5f; P4_Speed1_2x = P4_Car_State.maxSpeed * 2.0f; }
public void InitializeCircuit() { if (m_waypointTracker == null) { m_waypointTracker = gameObject.AddComponent <WaypointProgressTracker>(); } if (m_entity.Team == ETeam.Blue) { m_waypointTracker.circuit = MinionSpawnManager.m_blueCircuitScript; } else { m_waypointTracker.circuit = MinionSpawnManager.m_redCirtcuitScript; } m_waypointTracker.Reset(); }
void Start() { animator = GetComponent <Animator>(); playerStatScript = GetComponent <PlayerStats>(); waypointsScript = GetComponent <WaypointProgressTracker>(); initialPos = transform.position; if (uLink.Network.isServer) { agent = GetComponentInChildren <NavMeshAgent>(); agent.updateRotation = false; agent.updatePosition = true; } }
void Update() { Debug.Log(getFirstCarOnRace()); foreach (CarController car in _carContainer.GetComponentsInChildren <CarController>(true)) { float counter; counter = _carPositions[car].lap * 1000 + _carPositions[car].checkPoint * 100; if (car.GetComponent <WaypointProgressTracker>() != null) { WaypointProgressTracker wp = car.GetComponent <WaypointProgressTracker>(); counter += wp.GetProgressDistance(); _carPositions[car].progress = counter; } else { if (_carPositions[car].target == null) { _carPositions[car].target = new GameObject(name + " Waypoint Target").transform; } Vector3 targetDelta = _carPositions[car].target.position - car.transform.position; if (targetDelta.magnitude < 20) { _carPositions[car].progressNum = (_carPositions[car].progressNum + 1) % circuit.Waypoints.Length; } _carPositions[car].target.position = circuit.Waypoints[_carPositions[car].progressNum].position; _carPositions[car].target.rotation = circuit.Waypoints[_carPositions[car].progressNum].rotation; _carPositions[car].progressPoint = circuit.GetRoutePoint(_carPositions[car].progressDistance); Vector3 progressDelta = _carPositions[car].progressPoint.position - car.transform.position; if (Vector3.Dot(progressDelta, _carPositions[car].progressPoint.direction) < 0) { _carPositions[car].progressDistance += progressDelta.magnitude; } counter += _carPositions[car].progressDistance; _carPositions[car].progress = +counter; } } }
private void Start() { audioSource = GetComponent <AudioSource>(); keyValet = FindObjectOfType <KeyValet>(); playerHandler = FindObjectOfType <PlayerHandler>(); waypointProgressTracker = FindObjectOfType <WaypointProgressTracker>(); debugMode = Debug.isDebugBuild; invulnerableKey = keyValet.GetKey("PlayerController-ToggleInvulnerable"); maxEnergyKey = keyValet.GetKey("PlayerController-ToggleEnergyMax"); shieldKey = keyValet.GetKey("PlayerController-ShieldCharge"); weaponKey = keyValet.GetKey("PlayerController-WeaponCharge"); playerHandler.SetPlayerPosition(transform.localPosition); playerHandler.SetPlayerRotation(transform.localRotation); ChargeShieldBattery(true); ChargeWeaponBattery(true); waypointProgressTracker.SetForwardSpeed(basePlayerForwardSpeed); }
// This method spawns each enemy wave for the teams // Sends data to each minion playerstats script void SpawnMinion() { if (team == "blue") { adFinal = scoreScript.blueTeamScore; adFinal *= 2; GameObject minionObj = (GameObject)uLink.Network.Instantiate(uLink.NetworkPlayer.server, BlueMinionProxy, BlueMinionProxy, BlueMinionCreator, transform.position, transform.rotation, 0); waypointScript = minionObj.GetComponent <WaypointProgressTracker>(); playerStatScript = minionObj.GetComponent <PlayerStats>(); minionScript = minionObj.GetComponent <MinionsScript>(); waypointScript.circuit = circuitScript; minionObj.name = "BlueWave" + waveNumber.ToString(); } if (team == "red") { adFinal = scoreScript.redTeamScore; adFinal *= 2; GameObject minionObj = (GameObject)uLink.Network.Instantiate(uLink.NetworkPlayer.server, RedMinionProxy, RedMinionProxy, RedMinionCreator, transform.position, transform.rotation, 0); waypointScript = minionObj.GetComponent <WaypointProgressTracker>(); playerStatScript = minionObj.GetComponent <PlayerStats>(); minionScript = minionObj.GetComponent <MinionsScript>(); waypointScript.circuit = circuitScript; minionObj.name = "RedWave" + waveNumber.ToString(); } playerStatScript.playerTeam = team; playerStatScript.maxHealth = health + adFinal; playerStatScript.myHealth = health + adFinal; playerStatScript.healthRegenerate = healthRegen; playerStatScript.playerLvl = lvl; playerStatScript.expToGive = expToGive; playerStatScript.goldToGive = goldToGive; playerStatScript._bAdValue = ad + adFinal; playerStatScript._bApValue = ap; playerStatScript.adRes = adRes; playerStatScript.apRes = apRes; playerStatScript.UpdateStatsOnClients(); minionScript.attackSpeed = 3; waveNumber++; }
private void SelectDestination(Vertex previousVertex) { if (previousVertex == null) { path = roads.GetPathToRandomTarget(position); } else { List <Vertex> filteredVertices = new List <Vertex>(); foreach (Edge e in position.GetEdges()) { Vertex neighbor = e.GetNeighbor(position); if (neighbor != previousVertex) { filteredVertices.Add(neighbor); } } if (filteredVertices.Count == 0) { path = roads.GetPathToRandomTarget(position); } else { Vertex randomNeighbor = filteredVertices[Random.Range(0, filteredVertices.Count)]; path = roads.GetPathToRandomTarget(randomNeighbor); path.Prepend(position); path.Prepend(previousVertex); } } path.Calculate(); WaypointProgressTracker wpt = this.GetComponent <WaypointProgressTracker>(); wpt.Setup(new WaypointCircuit(path.GetPath())); }
/// <summary> /// Sets the keys used for the experiment and the waypoint /// </summary> /// <param name="myVals">Array of float containing the parameters</param> /// <param name="waypointCircuit">WaypointCircuit that will be used for the experiment</param> protected void writeKeysOnDMC(float[] myVals, GameObject waypointCircuit) { // if the variables are empty, is assigns them dmc = (dmc != null ? dmc : GetComponent <droneMovementController>()); wpt = (wpt != null ? wpt : GetComponent <WaypointProgressTracker>()); // initializing new PIDs yPID = new PID(myVals[0], myVals[1], myVals[2], myVals[3]); zPID = new PID(myVals[4], myVals[5], myVals[6], myVals[7]); xPID = new PID(myVals[4], myVals[5], myVals[6], myVals[7]); yawPID = new PID(myVals[8], myVals[9], myVals[10], myVals[11]); rollPID = new PID(myVals[12], myVals[13], myVals[14], myVals[15]); pitchPID = new PID(myVals[12], myVals[13], myVals[14], myVals[15]); // calls the functions in the droneMovementController to set the keys and the constants dmc.setKs(yPID, zPID, xPID, pitchPID, rollPID, yawPID); dmc.setConsts(myVals[16], myVals[17], myVals[18], myVals[19], myVals[20], myVals[22], myVals[23]); // spawns the WaypointCircuit and assign it to the drone Vector3 wpcPosition = this.transform.position + new Vector3(2, 6, 2); spawnedWaypoint = (GameObject)Instantiate(waypointCircuit, wpcPosition, Quaternion.identity); wpt.setWaypoint(spawnedWaypoint.GetComponent <WaypointCircuit>()); }
public void AssignWaypointCircuit(GameObject newCar, WaypointCircuit circuit) { WaypointProgressTracker waypointTracker = newCar.GetComponent <WaypointProgressTracker>(); waypointTracker.circuit = circuit; }
// Use this for initialization void Start() { Stoped = false; controller = (CarController)this.GetComponent(typeof(CarController)); tracker = (CriterianProgress)this.GetComponent(typeof(CriterianProgress)); }
void Start() { Ranking = GameObject.Find("Directional Light").GetComponent<csRanking>(); Player1_traker = GameObject.Find("MyPlayer").GetComponent<WaypointProgressTracker>(); Player2_traker = GameObject.Find("Computer1").GetComponent<WaypointProgressTracker>(); Player3_traker = GameObject.Find("Computer2").GetComponent<WaypointProgressTracker>(); Player4_traker = GameObject.Find("Computer3").GetComponent<WaypointProgressTracker>(); P1_CollCheck = GameObject.Find("MyPlayer").GetComponent<csCollisionCheck>(); P2_CollCheck = GameObject.Find("Computer1").GetComponent<csCollisionCheck>(); P3_CollCheck = GameObject.Find("Computer2").GetComponent<csCollisionCheck>(); P4_CollCheck = GameObject.Find("Computer3").GetComponent<csCollisionCheck>(); P1_Controller = GameObject.Find("MyPlayer").GetComponent<CarController>(); P2_Controller = GameObject.Find("Computer1").GetComponent<CarController>(); P3_Controller = GameObject.Find("Computer2").GetComponent<CarController>(); P4_Controller = GameObject.Find("Computer3").GetComponent<CarController>(); }
private void FixedUpdate() { if (drop1.transform.childCount > 0 && drop2.transform.childCount > 0) { Destroy(preventsRollingDown); m_Car.Move(TURN, 2, 0, 0); if (!timeDone2) { TURN = 0; move_forward.color = new Color32(255, 128, 0, 255); if_else.color = new Color32(150, 20, 45, 45); if_else_content.color = new Color32(150, 20, 45, 45); if_statement.color = new Color32(150, 20, 45, 45); if_content.color = new Color32(150, 20, 45, 45); last_move_forward.color = new Color32(150, 20, 45, 45); StartCoroutine(Example2((float)17)); } if (timeDone2) { ////debug.log("TURN!!!!" + correct_input.ToString()); if (correct_input) { //TURN = -1; gameObject.AddComponent <CarAIControl>(); gameObject.AddComponent <WaypointProgressTracker>(); CarAIControl aiControl = GetComponent <CarAIControl>(); aiControl.m_Driving = true; aiControl.SetStopWhenTargetReached(false); WaypointProgressTracker wpt = GetComponent <WaypointProgressTracker>(); wpt.circuit = correctcircuit; wpt.target = WaypointTargetObject.transform; } else { //TURN = 1; gameObject.AddComponent <CarAIControl>(); gameObject.AddComponent <WaypointProgressTracker>(); CarAIControl aiControl = GetComponent <CarAIControl>(); aiControl.m_Driving = true; aiControl.SetStopWhenTargetReached(false); WaypointProgressTracker wpt = GetComponent <WaypointProgressTracker>(); wpt.circuit = wrongcircuit; wpt.target = WaypointTargetObject.transform; } move_forward.color = new Color32(150, 20, 45, 45); if (!entered) { if_statement.color = new Color32(255, 128, 0, 255); StartCoroutine(Example((float)0.2)); explainIfElse.SetActive(true); } else if (timeDone) { if_statement.color = new Color32(150, 20, 45, 45); if_content.color = new Color32(150, 20, 45, 45); if_else.color = new Color32(255, 128, 0, 255); if_else_content.color = new Color32(255, 128, 0, 255); if_statement_done = true; } if (timeDone3) { //TURN = 0; if_else.color = new Color32(150, 20, 45, 45); if_else_content.color = new Color32(150, 20, 45, 45); if_statement.color = new Color32(150, 20, 45, 45); if_content.color = new Color32(150, 20, 45, 45); last_move_forward.color = new Color32(255, 128, 0, 255); //m_Car.Move(0, 2, 0, 0); } } if (!timeDone3) { StartCoroutine(Example3((float)18)); } // ENUMERATORS THAT ARE RUN THROUGH COROUTINES IEnumerator Example(float time) { timeDone = false; yield return(new WaitForSeconds((float)time)); timeDone = true; entered = true; } IEnumerator Example2(float time) { ////debug.log("It reached here2"); timeDone2 = false; yield return(new WaitForSeconds((float)time)); timeDone2 = true; ////debug.log("It reached here3" + timeDone2.ToString()); } IEnumerator Example3(float time) { timeDone3 = false; yield return(new WaitForSeconds((float)time)); timeDone3 = true; ////debug.log("It reached here4" + timeDone2.ToString()); } } }
/// void Start() { GameFIN = GameObject.Find("Directional Light").GetComponent<csGameFINISH>(); Player1_traker = GameObject.Find("MyPlayer").GetComponent<WaypointProgressTracker>(); Player2_traker = GameObject.Find("Computer1").GetComponent<WaypointProgressTracker>(); Player3_traker = GameObject.Find("Computer2").GetComponent<WaypointProgressTracker>(); Player4_traker = GameObject.Find("Computer3").GetComponent<WaypointProgressTracker>(); Player1_CollCheck = GameObject.Find("MyPlayer").GetComponent<csCollisionCheck>(); Player2_CollCheck = GameObject.Find("Computer1").GetComponent<csCollisionCheck>(); Player3_CollCheck = GameObject.Find("Computer2").GetComponent<csCollisionCheck>(); Player4_CollCheck = GameObject.Find("Computer3").GetComponent<csCollisionCheck>(); P1_Car_State = GameObject.Find("MyPlayer").GetComponent<csCarState>(); P2_Car_State = GameObject.Find("Computer1").GetComponent<csCarState>(); P3_Car_State = GameObject.Find("Computer2").GetComponent<csCarState>(); P4_Car_State = GameObject.Find("Computer3").GetComponent<csCarState>(); P1_Carcontroller = GameObject.Find("MyPlayer").GetComponent<CarController>(); P2_Carcontroller = GameObject.Find("Computer1").GetComponent<CarController>(); P3_Carcontroller = GameObject.Find("Computer2").GetComponent<CarController>(); P4_Carcontroller = GameObject.Find("Computer3").GetComponent<CarController>(); P1_Speed1_0x = P1_Car_State.maxSpeed; P1_Speed1_1x = P1_Car_State.maxSpeed * 1.5f; P1_Speed1_2x = P1_Car_State.maxSpeed * 2.0f; P2_Speed1_0x = P2_Car_State.maxSpeed; P2_Speed1_1x = P2_Car_State.maxSpeed * 1.5f; P2_Speed1_2x = P2_Car_State.maxSpeed * 2.0f; P3_Speed1_0x = P3_Car_State.maxSpeed; P3_Speed1_1x = P3_Car_State.maxSpeed * 1.5f; P3_Speed1_2x = P3_Car_State.maxSpeed * 2.0f; P4_Speed1_0x = P4_Car_State.maxSpeed; P4_Speed1_1x = P4_Car_State.maxSpeed * 1.5f; P4_Speed1_2x = P4_Car_State.maxSpeed * 2.0f; }
void Start() { pTracker = transform.parent.parent.GetComponent <WaypointProgressTracker> (); }
void Start() { car = GetComponent<CarController>(); car_state = GetComponent<csCarState>(); ai = GetComponent<CarAIControl>(); tracker = GetComponent<WaypointProgressTracker>(); Original_Destroy = GameObject.Find("Original_Target_Setting").GetComponent<csDestroy_Original>(); Ranking = GameObject.Find("Directional Light").GetComponent<csRanking>(); GameTimer = GameObject.Find("Directional Light").GetComponent<csGameTimer>(); }
void Start() { ai = GetComponent<CarAIControl>(); CollCheck = GetComponent<csCollisionCheck>(); car = GetComponent<CarController>(); childBody = gameObject.transform.FindChild("Image").gameObject; car_body = gameObject.transform.FindChild("Body").gameObject; Big_Jump_Target = GameObject.Find("Big_Jump_Area").transform.FindChild("Big_Jump_Point"); Big_Jump_Target1 = GameObject.Find("Big_Jump_Area").transform.FindChild("Big_Jump_Point1"); tracker = GetComponent<WaypointProgressTracker>(); StartCoroutine(JumperTrigger()); }
void Start() { tracker = GetComponent <WaypointProgressTracker>(); }
private int WaypointSorter(WaypointProgressTracker c1, WaypointProgressTracker c2) { //higher lap if ( GetComponentInParent<CheckpointManager>().GetPositionFromCar(c1.GetComponentInParent<CarController>()).lap > GetComponentInParent<CheckpointManager>().GetPositionFromCar(c2.GetComponentInParent<CarController>()).lap) { return -1; } //higher lap if ( GetComponentInParent<CheckpointManager>().GetPositionFromCar(c2.GetComponentInParent<CarController>()).lap > GetComponentInParent<CheckpointManager>().GetPositionFromCar(c1.GetComponentInParent<CarController>()).lap) { return 1; } //lower waypoint if (c2.LastWayPointObject.Key == 0 && GetComponentInParent<CheckpointManager>().GetPositionFromCar(c2.GetComponentInParent<CarController>()).lap >= GetComponentInParent<CheckpointManager>().TotalLaps) return 1; //lower waypoint if (c1.LastWayPointObject.Key == 0 && GetComponentInParent<CheckpointManager>().GetPositionFromCar(c1.GetComponentInParent<CarController>()).lap >= GetComponentInParent<CheckpointManager>().TotalLaps) return -1; //higher waypoint if (c1.LastWayPointObject.Key > c2.LastWayPointObject.Key) { return -1; } //same waypoint if (c1.LastWayPointObject.Key == c2.LastWayPointObject.Key) { //same waypoint higher distance if (c1.LastWayPointObject.Value > c2.LastWayPointObject.Value) return -1; return 1; } return 1; }
/// void Start() { GooglePlayGames.PlayGamesPlatform.Activate(); P1_Button_Text.text = UserManager.Instance().name; GameFIN = GameObject.Find("Directional Light").GetComponent<csGameFINISH>(); P1_Name.text = UserManager.Instance().name; Player1_traker = GameObject.Find("MyPlayer").GetComponent<WaypointProgressTracker>(); Player2_traker = GameObject.Find("Computer1").GetComponent<WaypointProgressTracker>(); Player3_traker = GameObject.Find("Computer2").GetComponent<WaypointProgressTracker>(); Player4_traker = GameObject.Find("Computer3").GetComponent<WaypointProgressTracker>(); Player1_CollCheck = GameObject.Find("MyPlayer").GetComponent<csCollisionCheck>(); Player2_CollCheck = GameObject.Find("Computer1").GetComponent<csCollisionCheck>(); Player3_CollCheck = GameObject.Find("Computer2").GetComponent<csCollisionCheck>(); Player4_CollCheck = GameObject.Find("Computer3").GetComponent<csCollisionCheck>(); P1_Car_State = GameObject.Find("MyPlayer").GetComponent<csCarState>(); P2_Car_State = GameObject.Find("Computer1").GetComponent<csCarState>(); P3_Car_State = GameObject.Find("Computer2").GetComponent<csCarState>(); P4_Car_State = GameObject.Find("Computer3").GetComponent<csCarState>(); P1_Carcontroller = GameObject.Find("MyPlayer").GetComponent<CarController>(); P2_Carcontroller = GameObject.Find("Computer1").GetComponent<CarController>(); P3_Carcontroller = GameObject.Find("Computer2").GetComponent<CarController>(); P4_Carcontroller = GameObject.Find("Computer3").GetComponent<CarController>(); P1_Speed1_Ex = P1_Car_State.maxSpeed * 0.8f; P1_Speed1_0x = P1_Car_State.maxSpeed * 1.2f; P1_Speed1_1x = P1_Car_State.maxSpeed * 1.5f; P1_Speed1_2x = P1_Car_State.maxSpeed * 2.0f; P2_Speed1_Ex = P1_Car_State.maxSpeed * 0.8f; P2_Speed1_0x = P2_Car_State.maxSpeed * 1.2f; P2_Speed1_1x = P2_Car_State.maxSpeed * 1.5f; P2_Speed1_2x = P2_Car_State.maxSpeed * 2.0f; P3_Speed1_Ex = P1_Car_State.maxSpeed * 0.8f; P3_Speed1_0x = P3_Car_State.maxSpeed * 1.2f; P3_Speed1_1x = P3_Car_State.maxSpeed * 1.5f; P3_Speed1_2x = P3_Car_State.maxSpeed * 2.0f; P4_Speed1_Ex = P1_Car_State.maxSpeed * 0.8f; P4_Speed1_0x = P4_Car_State.maxSpeed * 1.2f; P4_Speed1_1x = P4_Car_State.maxSpeed * 1.5f; P4_Speed1_2x = P4_Car_State.maxSpeed * 2.0f; }
// ------------------------------------------------- // private void Awake() { carAI = GetComponent <CarAIControl>(); carController = GetComponent <CarController>(); waypointTracker = GetComponent <WaypointProgressTracker>(); }