// Use this for initialization void Start() { engineDSource = CreateAudioSource(engineDClip); skidSource = CreateAudioSource(skidClip); ourCar = gameObject.GetComponent <OurCar>(); }
// Use this for initialization void Start() { //otherThing = Instantiate(thing) as GameObject; car = GetComponent <OurCar>(); detector = transform.FindChild("Detector"); targetPoint = centerLane.GetPoint(targetAmountAlongSpline % 1); }
public void Update() { // Setup the car states as soon as the race starts. if (carStates == null && carManager.IsRaceStarted) { carStates = new CarState[carManager.Cars.Count]; Dictionary <string, int> nameFrequencies = new Dictionary <string, int>(); endOfRaceObject = new EndOfRaceObject(this); for (int i = 0; i < carStates.Length; i++) { OurCar ourCar = carManager.Cars[i].GetComponentInChildren <OurCar>(); carStates[i].car = ourCar; carStates[i].position = i; carStates[i].lap = 0; carStates[i].stage = 0; carStates[i].flipStartTime = -1; carStates[i].originalName = ourCar.Name; carStates[i].ResetCheckpointTime(); // If there are multiple cars with the same name, then add the // occurence number onto the end of the name. int nameFrequency = nameFrequencies.ContainsKey(ourCar.Name) ? nameFrequencies[ourCar.Name] : 0; carStates[i].name = ourCar.Name + ((nameFrequency == 0) ? "" : " " + (nameFrequency + 1)); nameFrequencies[ourCar.Name] = nameFrequency + 1; } } // Check if all cars have finished or have stalled. if (carStates != null) { endOfRaceObject.CheckRaceOver(carStates, raceMode); UpdateCarPositions(); // Check if the script names have changed during a test. if (raceMode == RaceMode.Test) { for (int i = 0; i < carStates.Length; i++) { if (carStates[i].originalName != carStates[i].car.Name) { // This is horrible, everything should just use 'carStates[i].car.Name' instead. carStates[i].name = carStates[i].car.Name; carStates[i].originalName = carStates[i].car.Name; } } } } }
public void createCar(string carModel, GameObject carObject) { this.carObject = carObject; car = carObject.GetComponentsInChildren <OurCar>(true)[0]; carModels[carModel](); }