/// <summary> /// Setup the area /// </summary> private void Start() { // Create checkpoints along the race path Debug.Assert(racePath != null, "Race path was not set"); Checkpoints = new List <GameObject>(); int numCheckpoints = (int)racePath.MaxUnit(CinemachinePathBase.PositionUnits.PathUnits); for (int i = 0; i < numCheckpoints; i++) { // Instantiate either checkpoint or finish line checkpoint GameObject checkPoint; if (i == numCheckpoints - 1) { checkPoint = Instantiate <GameObject>(finishCheckPointPrefab); } else { checkPoint = Instantiate <GameObject>(checkPointPrefab); } // Set the parent, position and rotation checkPoint.transform.SetParent(racePath.transform); checkPoint.transform.localPosition = racePath.m_Waypoints[i].position; checkPoint.transform.rotation = racePath.EvaluateOrientationAtUnit(i, CinemachinePathBase.PositionUnits.PathUnits); // Add checkpoint to list Checkpoints.Add(checkPoint); } }
void Start() { checkpoints = new List <GameObject>(); int NoCheckpoints = (int)racePath.MaxUnit(CinemachinePathBase.PositionUnits.PathUnits); for (int i = 0; i < NoCheckpoints; i++) { GameObject checkpoint = Instantiate <GameObject>(checkPointPrefab); if (i == NoCheckpoints - 1) { checkpoint.tag = "finalCheckpoint"; } checkpoint.transform.SetParent(racePath.transform); checkpoint.transform.localPosition = racePath.m_Waypoints[i].position; checkpoint.transform.rotation = racePath.EvaluateOrientationAtUnit(i, CinemachinePathBase.PositionUnits.PathUnits); checkpoints.Add(checkpoint); } }
private void Start() { Debug.Assert(racePath != null, "Racepath was not set"); Checkpoints = new List <GameObject>(); int numCheckpoints = (int)racePath.MaxUnit(CinemachinePathBase.PositionUnits.PathUnits); for (int i = 0; i < numCheckpoints; i++) { GameObject checkpoint; if (i == numCheckpoints - 1) { checkpoint = Instantiate <GameObject>(finishCheckpointprefab); } else { checkpoint = Instantiate <GameObject>(checkpointprefab); } checkpoint.transform.SetParent(racePath.transform); checkpoint.transform.localPosition = racePath.m_Waypoints[i].position; checkpoint.transform.localRotation = racePath.EvaluateOrientationAtUnit(i, CinemachinePathBase.PositionUnits.PathUnits); Checkpoints.Add(checkpoint); } }