// Use this for initialization public void Init(CarComponents carComponents, LaneData[] lanes, int laneIndex) { comps = carComponents; CurrLaneIndex = laneIndex; this.lanes = lanes; stateMachine.ChangeState( new Driving( this, lanes[CurrLaneIndex], comps.hinge, data, TargetIndex, Speed, comps.smokeEffects)); }
void OnTriggerStay(Collider other) { if (other.CompareTag("HandleTrigger")) { GameControl.manager.getInVehicle.SetActive(true); if ((GameControl.manager.controlMode == ControlMode.simple && Input.GetKey(KeyCode.F)) || (GameControl.manager.controlMode == ControlMode.touch && GameControl.driving == true)) { if (other.transform.root.GetComponent <CarComponents>()) { carComponents = other.transform.root.GetComponent <CarComponents>(); m_AIVehicle = other.transform.root.GetComponent <AIVehicle>(); m_VehicleControl = other.transform.root.GetComponent <VehicleControl>(); door = carComponents.door; handleTrigger = carComponents.handleTrigger; sitPoint = carComponents.sitPoint; gettingOnCar = true; gettingOnBike = false; GameControl.manager.getInVehicle.SetActive(false); } if (other.transform.root.GetComponent <BikeComponents>()) { bikeComponents = other.transform.root.GetComponent <BikeComponents>(); m_AIVehicle = other.transform.root.GetComponent <AIVehicle>(); m_BikeControl = other.transform.root.GetComponent <BikeControl>(); handleTrigger = bikeComponents.handleTrigger; sitPoint = bikeComponents.sitPoint; gettingOnBike = true; gettingOnCar = false; GameControl.manager.getInVehicle.SetActive(false); } } } }