//Turns off the player's ability to use the car. private void turnCarOff() { m_CanGetInCar = false; m_PlayerTriggers.m_IsInsideCarRange = false; m_InCar = false; m_Car.GetComponentInChildren <Rigidbody>().constraints = RigidbodyConstraints.FreezeAll; CarRaceManager curCarRaceManager = m_CarRaceManagers [m_CurRacePhase].GetComponentInChildren <CarRaceManager> (); m_Car.GetComponentInChildren <UnityStandardAssets.Vehicles.Car.CarUserControl> ().enabled = false; m_Car.GetComponentInChildren <UnityStandardAssets.Vehicles.Car.CarController> ().enabled = false; m_Car.GetComponentInChildren <CarOnTriggerEnter> ().m_ShouldRecognizeTriggers = false; curCarRaceManager.m_Car = null; m_Car = null; m_CarRaceManagers[m_CurRacePhase].SetActive(false); }
//Overall get in car function. private void getInCar() { m_ShootDot.SetActive(false); CarRaceManager curCarRaceManager = m_CarRaceManagers [m_CurRacePhase].GetComponentInChildren <CarRaceManager> (); curCarRaceManager.m_EnemiesLeftTimeManager = m_EnemiesLeftTimeManager; curCarRaceManager.m_GameManager = this; curCarRaceManager.m_TimeToStartRaceText = m_RoundTimeTextObject; bool countdownWanted = curCarRaceManager.m_CountDownWanted; StartCoroutine(setUpCar(curCarRaceManager, countdownWanted)); CarOnTriggerEnter carOnTriggerEnter = m_Car.GetComponentInChildren <CarOnTriggerEnter> (); carOnTriggerEnter.m_CarRaceManager = curCarRaceManager; carOnTriggerEnter.m_ShouldRecognizeTriggers = true; turnOffPlayer(); setUpCamera(); }
//Sets up everything the car needs to drive. private IEnumerator setUpCar(CarRaceManager curCarRaceManager, bool countdownWanted) { m_Car = m_PlayerTriggers.m_Car; //The car is first found from the playerTriggers which encounters the car when it touches the driver side door trigger. //find the collider and tuern it off m_CarRaceManagers [m_CurRacePhase].SetActive(true); curCarRaceManager.m_Car = m_Car; curCarRaceManager.setUpReferences(); StartCoroutine(curCarRaceManager.startRace()); m_CanGetInCar = false; if (countdownWanted) { yield return(new WaitForSeconds(3)); } m_InCar = true; // Car.tag = "Player"; m_Car.GetComponentInChildren <Rigidbody>().constraints = 0; m_Car.GetComponentInChildren <UnityStandardAssets.Vehicles.Car.CarController> ().enabled = true; m_Car.GetComponentInChildren <UnityStandardAssets.Vehicles.Car.CarUserControl>().enabled = true; m_Car.GetComponentInChildren <UnityStandardAssets.Vehicles.Car.CarUserControl> ().carOn = true; }