// trigger the lap-counter of the associated car void OnTriggerEnter2D(Collider2D other) { CarLapCounter carLapCounter = other.gameObject.GetComponent <CarLapCounter>(); if (carLapCounter) { carLapCounter.OnLapTrigger(this); } }
// when an object enters this trigger void OnTriggerEnter2D(Collider2D other) { CarLapCounter carLapCounter = other.gameObject.GetComponent <CarLapCounter>(); if (carLapCounter) { carLapCounter.OnLapTrigger(this); // When the player enters, set the next trigger } }
void OnTriggerEnter2D(Collider2D _other) { CarLapCounter clc = _other.GetComponent <CarLapCounter>(); if (clc) { clc.OnReachCheckpoint(this); } }
private TrackCheckpoint GetCurrentTarget() { CarLapCounter clc = GetComponent <CarLapCounter>(); if (clc) { return(clc.GetNextCheckpoint()); } return(null); }
// when a car enters the trigger void OnTriggerEnter2D(Collider2D other) { CarLapCounter carLapCounter = other.gameObject.GetComponent <CarLapCounter>(); if (carLapCounter) { Debug.Log("lap trigger " + gameObject.name); carLapCounter.OnLapTrigger(this); } }
private void Start() { // Script References player = FindObjectOfType <Player>(); ai = FindObjectOfType <AICarMovement>(); carLapCounter = FindObjectOfType <CarLapCounter>(); // Activate main menu on game start mainMenu.SetActive(true); // Set initial values startingTimer = timer; startingCountDown = countDown; }
void Start() { // set Player vars var car = GameObject.Find("PlayerCar"); playerCar = car.GetComponent <HumanCar>(); carHealth = car.GetComponent <HealthAndLives>(); carLaps = car.GetComponent <CarLapCounter>(); // set powerup timing vars _nextHealthPU = powerupTiming / 2; _nextMissilePU = powerupTiming; // freeze game until started from start menu Time.timeScale = 0; GetComponent <StartMenu> ().Open(); }