private void UpdatePositionStatus(bool dueToResurrection) { string stateTextureName = ""; if (Leading) { stateTextureName = Leading_Texture_Name; } else if (Trailing) { stateTextureName = Falling_Back_Texture_Name; if (!dueToResurrection) { int timeDifference = ((LastCheckpointIndex < 0) ? LapTimeDifference : SectionTimeDifference); if (timeDifference < 0) { stateTextureName = Catching_Up_Texture_Name; } } } if (!string.IsNullOrEmpty(stateTextureName)) { StatusPopup.StartPopupForRaceInfo(stateTextureName); } }
// Use this for initialization void Start() { camMaster = FindObjectOfType <CameraMaster>(); bCam = FindObjectOfType <BodyCam>(); ted = FindObjectOfType <Teddy>(); rightEye = FindObjectOfType <TeddyRightEye>(); fearMeter = FindObjectOfType <Fear>(); tedDoorInside = tedDoorTrigInside.GetComponent <AutoDoor>(); tedDoorOutside = tedDoorTrigOutside.GetComponent <AutoDoor>(); anim = tedDoorToAnimate.GetComponent <Animator>(); animDup = tedDoorToAnimateDup.GetComponent <Animator>(); doorCollider = tedDoorToAnimate.GetComponent <Collider>(); statusWindow = FindObjectOfType <StatusPopup>(); doorOpen = false; tedInsideOrOut = false; wholeDoorTransportFromLocation = wholeDoorSetup.position; tedTransportFromLocation = ted.transform.position; rightEyeTransportFromLocation = rightEye.transform.position; }
// Start is called before the first frame update void Start() { statusMsg = FindObjectOfType <StatusPopup>(); }