// Start is called before the first frame update void Start() { car_variant = GameObject.FindGameObjectWithTag("Player"); text = GameObject.Find("LapTimeText"); s_text = GameObject.Find("SpeedText"); finish = GameObject.Find("FinalText"); car_body = car_variant.GetComponent <Rigidbody>(); finish.SetActive(false); lap_time_text = text.GetComponent <Text>(); speed_text = s_text.GetComponent <Text>(); check_point_check = car_variant.GetComponent <CheckpointCheck>(); car_controller = car_variant.GetComponent <UnityStandardAssets.Vehicles.Car.CarController>(); car_user_control = car_variant.GetComponent <UnityStandardAssets.Vehicles.Car.CarUserControl>(); current_speed = car_controller.CurrentSpeed; speed_text.text = current_speed.ToString(); lap_time = check_point_check.lap_time; lap_time_text.text = "LAP TIME: "; victory = check_point_check.victory; }
private void RespawnInRace() { CheckpointCheck lastChecked = startCheckpoint.FindLastChecked(); if (player == null) { player = GameObject.FindGameObjectWithTag("MainPlayer"); } if (lastChecked) { player.transform.position = lastChecked.transform.position + Vector3.up * 2f; player.transform.rotation = lastChecked.GetRotationTowardsNext(); player.GetComponent <Rigidbody>().velocity = Vector3.zero; player.GetComponent <Rigidbody>().angularVelocity = Vector3.zero; } }