public void SetUpRaceManager(RaceMode raceMode) { m_raceMode = raceMode; switch (raceMode) { case RaceMode.Solo: case RaceMode.SoloIA: case RaceMode.TimeAttack: m_carCount = 1; break; case RaceMode.VS1: m_carCount = 2; break; case RaceMode.VSN: m_carCount = 4; break; } SetUpInitialPositions(); SetUpCars(); SetUpPlayers(); SetUpCamera(); SetRaceCamera(); m_uiDisplayer = Instantiate(m_uiPrefab, m_race.transform).GetComponent <UIDisplayer>(); }
private void CheckShowOxygenEffect() { if (IsGameOver) { return; } float oxygenRemainPercent = (float)CurrentOxygenValue_ / PlayerDataCenter.CurrentRoleInfo.MaxOxygen; if (oxygenRemainPercent <= UseOutWarningPerecent_ && oxygenRemainPercent > 0.05) { UIDisplayer.SetWarningFilterActive(true); } else { UIDisplayer.SetWarningFilterActive(false); } }
private void UpdateTechAmount() { UIDisplayer.UpdateTechView(); }
public void SetOxygenWhenLoseElectrc(float currentOxygen) { UIDisplayer.SetOxygenWhenLoseElectrc(currentOxygen); }
private void UpdateElectricityAmount() { UIDisplayer.UpdateElectricityView(); }