void UpdateCarStat() { WheelVehicle v = vehicles[curVehicle]; Player p = vehicles[curVehicle].GetComponent <Player>(); Rigidbody rb = vehicles[curVehicle].GetComponent <Rigidbody>(); carPreview.sprite = v.preview; lifeBar.fillAmount = p.MaxLife / 200f; speedBar.fillAmount = 0.5f; boostBar.fillAmount = v.MaxBoost / 20f; weightBar.fillAmount = rb.mass / 3000f; }
void Awake() { Instance = this; _missionList = FindObjectsOfType <CheckPoint>(); PlayerCar = FindObjectOfType <WheelVehicle>(); foreach (var checkPoint in _missionList) { checkPoint.gameObject.SetActive(false); } Random.InitState(DateTime.Now.Millisecond); }
public void StartRace(WheelVehicle player) { if (player != null) { Debug.Log("Race start"); _startTime = Time.realtimeSinceStartup; _recorders[player] = new GhostRecorder(expectedTime, 10, ref player); StartCoroutine(_recorders[player].RecordCoroutine()); _ghost.run = true; _ghost.gameObject.SetActive(true); } }
public override void OnStartClient() { messagers.Add(this); lastSync = Time.realtimeSinceStartup; player = GetComponent <Player>(); vehicle = GetComponent <WheelVehicle>(); rigidbody = GetComponent <Rigidbody>(); foreach (NetworkClient client in NetworkClient.allClients) { client.RegisterHandler(NetworkMessages.PlayerUpdatePos, OnClientVehiclePosMsg); } }
public void FinishRace(WheelVehicle player) { bool finished = true; foreach (CheckPoint cp in _checkPoints) { if (!cp.IsChecked(player)) { finished = false; } } if (finished) { if (player != null) { PlayerHolder ph = player.GetComponentInParent <PlayerHolder>(); _endTime = Time.realtimeSinceStartup - _startTime; Debug.Log("Finish time: " + _endTime); ph.Ui.AddScore(Mathf.FloorToInt(expectedTime - _endTime) * 1000); Transform spawnPos = player.gameObject.transform; ScorePopup sp = GameObject.Instantiate(scorePopupPrefab.gameObject, spawnPos.position, spawnPos.rotation).GetComponent <ScorePopup>(); sp.SetScore(Mathf.FloorToInt(expectedTime - _endTime) * 1000); int score = ph.Ui.GetScore(); _recorders[player].Stop(); if (!_ghost.exist || score > _ghost.score) { _ghost.score = score; _recorders[player].Save(_scene + "-BestTime"); ph.Ui.Finish(_endTime, score, true); } else { ph.Ui.Finish(_endTime, score, false); } } } else { Debug.Log("You missed a checkpoint!"); } }
void OnTriggerEnter(Collider c) { WheelVehicle cart = c.gameObject.GetComponent <WheelVehicle>(); Debug.Log(c.gameObject); if (!cart) { return; } PowerUpSlot slot = cart.GetComponent <PowerUpSlot>(); if (slot.load(item)) { Destroy(gameObject); } }
public void ignite(WheelVehicle user, Vector3 rotation) { Debug.Log("HM ignited~~~~"); _rb = gameObject.GetComponent <Rigidbody>(); owner = user; _rb.velocity = constspeed = //TODO: change this to "x" where z is normal (user._rb.transform.up * 4f - user._rb.transform.right) * 2f + user._rb.velocity * 0.5f + user._rb.velocity; findTarget(rotation); HMLocked clone = Instantiate(hmlPrefeb); clone.Initialize(hit_delay, target); target.stat.LoadEffect(clone); ignited = true; flytimer = 0; Debug.Log("ign"); Debug.Log(ignited); }
public void SetPlayer(Player p) { player = p; if (p != null) { vehicle = p.GetComponent <WheelVehicle>(); } if (player != null && vehicle != null) { playerUI.gameObject.SetActive(true); } else { playerUI.gameObject.SetActive(false); } }
void findTarget(Vector3 r) { WheelVehicle[] carts = FindObjectsOfType <WheelVehicle>(); WheelVehicle tgt = null; float tmp, bd = 10000000f; foreach (WheelVehicle c in carts) { if (c == owner) { continue; } tmp = owner.transform.position.y - c.transform.position.y; if (90f < r.y && r.y <= 270f && tmp > 0) { continue; } if (!(90f < r.y && r.y <= 270f) && tmp < 0) { continue; } tmp = Mathf.Abs(tmp); if (tmp < bd) { bd = tmp; tgt = c; } } if (tgt != null) { target = tgt; } else { r.y = 180 - r.y; findTarget(r); } }
void OnTriggerEnter(Collider other) { WheelVehicle v = other.GetComponentInParent <WheelVehicle>(); if (v != null && other.gameObject.CompareTag("Player") && !_checked.ContainsKey(v)) { _sprite.color = _passedColor; _checked[v] = true; _checkedEvent.Invoke(v); if (_isStart) { GameManager.instance.StartRace(v); } if (_isFinish) { GameManager.instance.FinishRace(v); } } }
void Start() { rigidbody = GetComponent <Rigidbody>(); life = maxLife; ui = FindObjectOfType <PlayerUI>(); if (ui != null && isLocalPlayer) { ui.SetPlayer(this); } if (onPlayerSpawn != null) { onPlayerSpawn.Invoke(this); } gameManager = GameManager.Instance; wheels = GetComponentsInChildren <WheelCollider>(); vehicle = GetComponent <WheelVehicle>(); }
void OnTriggerEnter(Collider c) { Debug.Log("Trig"); Debug.Log(ignited); if (!ignited) { return; } WheelVehicle hit = c.gameObject.GetComponent <WheelVehicle>(); if (hit) { if (hit == owner) { return; } else { attach(hit); } } Destroy(gameObject); }
void StartRace(WheelVehicle vehicle) { startTime = Time.realtimeSinceStartup; lastCp = 1; Debug.Log("Race start!"); if (vehicle != null) { recorder = new GhostRecorder(60.0f, 10, ref vehicle); StartCoroutine(recorder.RecordCoroutine()); } else { recorder = null; } if (ghost != null) { ghost.LoadData(vehicle.name); ghost.RestartGhost(); } }
// Select target from targets list using it's index public void SetTargetIndex(int i) { WheelVehicle v; foreach (UnityEngine.Transform t in targets) { v = t != null?t.GetComponent <WheelVehicle>() : null; if (v != null) { v.IsPlayer = false; v.Handbrake = true; } } target = targets[i % targets.Length]; vehicle = target != null?target.GetComponent <WheelVehicle>() : null; if (vehicle != null) { vehicle.IsPlayer = true; } }
public bool IsChecked(WheelVehicle v) { return(_checked[v]); }
void Start() { _source = GetComponent <AudioSource>(); _vehicle = GetComponent <WheelVehicle>(); }
// Start is called before the first frame update void Start() { wheelVehicle = GetComponent <WheelVehicle> (); }
public void Initialize(float dur, WheelVehicle pl) { duration = dur; player = pl; lifespan = 1; }
void Start() { carComponent = car.GetComponent <WheelVehicle>(); }
public abstract void activate(WheelVehicle user);
override public void activate(WheelVehicle user) { BasicRocket clone = Instantiate(prefab, user.gameObject.transform.position + Vector3.up, user.gameObject.transform.rotation); clone.ignite(user, aim.rot); }