// Use this for initialization void Start() { audio = gameObject.GetComponent <AudioSource>(); GameObject thecar = transform.root.gameObject; carscript = transform.root.GetComponent <NewCaz>(); }
/* * Creates a water "explosion" when the car hits a water surface. * * * */ IEnumerator OnTriggerEnter(Collider col) { if (col.tag == "Player") { //Create Explosion at point of impact (instantiates explosion particle and then destroys it after it plays). Vector3 crashPos = col.transform.position; explosionAudio = GameObject.Find("WaterSound").GetComponent <AudioSource>(); explosionAudio.Play(); Object splush = Instantiate(GameObject.Find("Splash"), crashPos, Quaternion.identity); Destroy(splush, 0.8f); //Make car the collider of the object hitting the trigger. car = GameObject.FindGameObjectWithTag("Player"); //Make car the parent object. car = car.transform.gameObject; //Change the Destroyed Variable of the car carscript = car.GetComponent <NewCaz>(); carscript.carDestroyed = true; carscript.dead_timer = 3f; //Reset the car speed to 0. And wait 5 seconds until it respawns somewhere. car.GetComponent <Rigidbody>().velocity = new Vector3(0, 0, 0); yield return(new WaitForSeconds(3.0f)); car.transform.position = carscript.respawnPointArray[carscript.currentCheckpoint].position; car.transform.rotation = carscript.respawnPointArray[carscript.currentCheckpoint].rotation; } }
//Fill the array with the caamera positions for the race preview void Start() { //Get the scripts corresponding to this car mainCarScript = transform.root.GetComponent <NewCaz>(); camChange = transform.root.GetComponent <cam_change>(); //Fill the array (indexes 0 and 1 will be useless) cameraPos = transform.parent.GetComponentsInChildren <Transform>(); //Set first camera at position 2 transform.position = cameraPos[2].position; transform.rotation = cameraPos[2].rotation; preview = RunPreviewCamera(); StartCoroutine(preview); //Set the racing state to false in the maincarscript mainCarScript.racing = false; //Get Fanari GUIs fanaria = GameObject.Find("Fanari").GetComponentsInChildren <Image>(); for (int i = 0; i <= 3; i++) { fanaria[i].enabled = false; } //Set Previewing to true so the user can't change cameras with enter on cam_change script camChange.previewing = true; }
void Start() { carscript = transform.root.GetComponent <NewCaz>(); maxSpeed = Quaternion.Euler(0, 0, rotationAngle); minSpeed = Quaternion.Euler(0, 0, -rotationAngle); startRotation = transform.localRotation; endRotation = transform.localRotation * minSpeed; }
void OnTriggerEnter(Collider col) { if (col.tag == "Player") { /* * Debug.Log(col.gameObject); * Debug.Log(CheckPointZoneNumber); */ script = col.gameObject.GetComponent <NewCaz>(); script.currentCheckpoint = CheckPointZoneNumber; //Set true the array index of the car checkpoints to true script.fairRace[CheckPointZoneNumber] = true; } }
//private bool tyre_grounded; // Use this for initialization void Start() { newCazScript = transform.root.GetComponent <NewCaz>(); }
// Update is called once per frame void Start() { thecar = GameObject.Find("Car 1"); //<-------------NEEDS FIX NOT TO GET IT LIKE THIS BUT BY THE ONE IT COLLIDES WITH script = thecar.GetComponent <NewCaz>(); }