// Use this for initialization void Start() { rb = GetComponent <Rigidbody>(); resetCarScript = GetComponent <ResetCar>(); if (!myPlateAgent.isTrainingCar) { sharedData.SetCursorVisible(false); sharedData.SetPlayerControl(true); if (GameObject.Find("wiiMote") != null) //beim debuggen ist sonst wiiMote nullReferenz { wiiDaten = GameObject.Find("wiiMote").GetComponent <wiiKalibrierung>(); wiiRemote = wiiDaten.wiiRemote; } else { wiiDaten = null; wiiRemote = null; } } //Lade eine Strecke, falls der Trainingsmodus aktiv ist if (sharedData.TrainingMode) { RandomDifficulty(); LoadTrainingFiles(dirPathTrainingRoute + currentDifficulty); //vorher currentDifficulty ändern, falls statt "default" einfach, mittel oder schwer angewendet werden soll LoadTrainingRoute(dirPathTrainingRoute + currentDifficulty); } else { //Debug.LogError("Kein Trainignsmodus aktiviert"); } }
private void Awake() { //to do:später wieder einschalten -> für debugging besser selbst setzen /* if (brain.brainType.Equals(BrainType.External)) * { * sharedData.TrainingMode = true; * } * else if (brain.brainType.Equals(BrainType.Internal)) * { * sharedData.TrainingMode = false; * }*/ switch (gameObject.tag) { case "Player": isTrainingCar = false; autoname = "Car Prototype v8"; ballname = "Golfball_G"; tellername = "Teller"; break; case "Trainingsfahrzeug": isTrainingCar = true; autoname = "TrainingCarv8"; ballname = "Trainingsball"; tellername = "Trainingsteller"; break; default: Debug.LogError("Das Fahrzeug hat keinen gültigen Tag."); autoname = ballname = tellername = string.Empty; break; } if (!isTrainingCar) { //Im Editor veränderbare Belohnungen in sharedData schreiben sharedData.incentiveLostLife = incentiveLostLife; sharedData.incentiveFinishedRoute = incentiveFinishedRoute; sharedData.incentiveBallStillOnPlate = incentiveBallStillOnPlate; sharedData.incentiveFactorDistanceBallToPlateCenter = incentiveFactorDistanceBallToPlateCenter; sharedData.delayFactor = delayFactor; Debug.LogFormat("lostlife: {0}, finishedRoute: {1}, ballonPlate: {2}, center {3} , delayFactor: {4} ", sharedData.incentiveLostLife, sharedData.incentiveFinishedRoute, sharedData.incentiveBallStillOnPlate, sharedData.incentiveFactorDistanceBallToPlateCenter, sharedData.delayFactor); } carTransform = GetComponent <Transform>(); resetCarScript = GetComponent <ResetCar>(); carRgBody = GetComponent <Rigidbody>(); carControllerScript = GetComponent <AlternateCarController>(); //Suche für das Auto die dazugehörenden: PlayerObjects, Ball, Teller: playerObjectsTransform = gameObject.transform.parent; Debug.Log("*****Mein Name ist: " + playerObjectsTransform.name); GameObject ball = playerObjectsTransform.Find(ballname).gameObject; //Debug.Log("*****Mein Name ist: " + ball.name); ballRgBody = ball.GetComponent <Rigidbody>(); ballTransform = ball.GetComponent <Transform>(); plateTransform = gameObject.transform.Find("CarModel").Find(tellername).GetComponent <Transform>(); //Debug.Log("*****Mein Name ist: " + plateTransform.name); }