void SetPositions() { SoundtrackManager.s_instance.PlayAudioSource(SoundtrackManager.s_instance.bell); print("SET POS" + scenario); switch (scenario) { case 4: { hintText.text = "Remember: You give way to them."; MotorBoat.transform.position = overrun.position; MotorBoat.transform.rotation = overrun.rotation; Player.transform.rotation = starboard.rotation; Player.transform.position = starboard.position; MotorBoat.GetComponent <EvilYacht> ().isMoving = true; AIboat.SetActive(false); break; } case 2: { hintText.text = "Remember: You give way to them."; boomSlider.value = 40f; AIboat.GetComponent <AIBoat> ().SetTack(false); Player.transform.position = windward.position; AIboat.transform.position = leeward.position; Player.transform.rotation = windward.rotation; AIboat.transform.rotation = leeward.rotation; AIboat.GetComponent <AIBoat> ().SetMast(scenario); currentGraphicCG = windward_LeewardGiveWayCG; break; } case 3: { hintText.text = "Remember: They give way to you."; StartCoroutine("level2"); boomSlider.value = 15f; Player.transform.rotation = leeward.rotation; Player.transform.position = leeward.position; AIboat.transform.rotation = windward.rotation; AIboat.transform.position = windward.position; AIboat.GetComponent <AIBoat> ().SetMast(scenario); currentGraphicCG = windward_LeewardStandOnCG; break; } case 0: { hintText.text = "Remember: They give way to you."; StartCoroutine("level3"); boomSlider.value = 20f; Player.transform.position = starboard.position; AIboat.transform.position = port.position; Player.transform.rotation = starboard.rotation; AIboat.transform.rotation = port.rotation; AIboat.GetComponent <AIBoat> ().SetMast(scenario); currentGraphicCG = port_StarboardStandOnCG; break; } case 1: { hintText.text = "Remember: You give way to them."; boomSlider.value = 14.5f; Player.transform.position = port.position; Player.transform.rotation = port.rotation; AIboat.transform.position = starboard.position; AIboat.transform.rotation = starboard.rotation; AIboat.GetComponent <AIBoat> ().SetMast(scenario); currentGraphicCG = port_StarboardGiveWayCG; break; } } }
void ToggleBoatMovement(bool thisBool) { AIboat.GetComponent <Rigidbody> ().isKinematic = !thisBool; Player.GetComponent <Rigidbody> ().isKinematic = !thisBool; MotorBoat.GetComponent <Rigidbody> ().isKinematic = !thisBool; }