private void LoadMedalTimes() { string name = "track1"; float[] g = new float[9] { 1.86f, 8.74f, 13.32f, 18.86f, 25.24f, 28.86f, 38.24f, 43.36f, 51.90f }; float[] s = new float[9] { 2.122f, 9.74f, 15.32f, 21.86f, 29.24f, 32.86f, 43.24f, 48.96f, 59.90f }; float[] b = new float[9] { 2.80f, 11.70f, 18.65f, 26.05f, 34.07f, 37.73f, 52.35f, 58.21f, 68.79f }; MedalTime track1 = new MedalTime(g, s, b); this.medalTimes.Add(name, track1); string toka = "AntinScene"; float[] g2 = new float[3] { 1.86f, 8.74f, 1.32f }; float[] s2 = new float[3] { 2.122f, 9.74f, 1.32f }; float[] b2 = new float[3] { 2.80f, 11.70f, 1.65f }; MedalTime AntinScene = new MedalTime(g2, s2, b2); this.medalTimes.Add(toka, AntinScene); }
/// Track specific stuff that won't need change on resets private void SetUpTrackStuff() { pim = GameObject.FindGameObjectWithTag("PlayerManager"). GetComponent <PlayerInputManager>(); ship = GameObject.FindGameObjectWithTag("Ship"); checkpoints = GameObject.FindGameObjectWithTag("CheckpointManager"). GetComponent <CheckpointManager>().GetCheckpoints(); trackTag = SceneManager.GetActiveScene().name; Debug.Log(trackTag); mt = MedalManager.Instance.GetMedalTimes(trackTag); startPoint = ship.transform.position; Debug.Log("Start Position" + startPoint); }