예제 #1
0
    //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);
    }
예제 #2
0
    //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();
    }
예제 #3
0
    //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;
    }