public void Reload(UnityEngine.UI.Dropdown option) { if (option.value < mapArray.Length) { MapConstruction component = mapArray[option.value].GetComponent <MapConstruction>(); if (component) { Car __car = carRef.GetComponent <Car>(); if (__car) { Rigidbody __body = __car.GetComponent <Rigidbody>(); if (__body) { __body.velocity = Vector3.zero; } map.gameObject.SetActive(false); component.gameObject.SetActive(true); map = component; SetUpCarsapwn(); __car.Initialize(GetCurveArray); } } } }
private void Awake() { Instance = this; if (!this.map.gameObject.activeSelf || this.map == null) { var __mapsOnScene = FindObjectsOfType <MapConstruction>(); foreach (var __currentMap in __mapsOnScene) { if (__currentMap.gameObject.activeSelf) { map = __currentMap; break; } } } SetUpCarsapwn(); }
public void Build() { if (_mConfig) { GameObject __root = new GameObject("Instance_Map"); __root.transform.position = _mConfig.Positions[0]; MapConstruction Map = __root.AddComponent <MapConstruction>(); for (int i = 0; i < _mConfig.Size; i++) { GameObject spawn = _prefabs[_mConfig.Tiles[i] - 1]; spawn = (GameObject)Instantiate(spawn, _mConfig._positions[i], _mConfig._rotations[i], __root.transform); if (_mConfig.Tiles[i] == (int)MapMakerIII.Blocks.Curve) { Map.AddCurve(spawn); } _tiles.Add(spawn); } } }