private bool previousInvertMotorTorque; //the value of inverMotorTorque from the previous update void Awake() { //get the wheel collider transforms wheels = new Transform[4]; wheels[0] = this.gameObject.GetChildObjectByName("FL_Collider").transform; wheels[1] = this.gameObject.GetChildObjectByName("FR_Collider").transform; wheels[2] = this.gameObject.GetChildObjectByName("BL_Collider").transform; wheels[3] = this.gameObject.GetChildObjectByName("BR_Collider").transform; //get the wheel model transforms wGraphics = new Transform[4]; wGraphics[0] = this.gameObject.GetChildObjectByName("FL_Tire").transform; wGraphics[1] = this.gameObject.GetChildObjectByName("FR_Tire").transform; wGraphics[2] = this.gameObject.GetChildObjectByName("BL_Tire").transform; wGraphics[3] = this.gameObject.GetChildObjectByName("BR_Tire").transform; //get the wheel colliders colls = new WheelCollider[4]; for (int i = 0; i < 4; i++) { colls[i] = wheels[i].GetComponent <WheelCollider>(); } //get a reference to the rigibody component component this.rigidBody = this.GetComponent <Rigidbody>(); //set the center of mass of the vehicle this.rigidBody.centerOfMass = this.centerOfMass; //get a reference to the vehicle behaviour this.vehicleBehaviour = GetComponent <VehicleBehaviourBase>(); //set the last known position of the vehicle this.lastPosition = this.transform.position; //set the start position of the vehicle this.startPosition = this.transform.position; //get a reference to the vehicle spotlight GameObject spotLight = this.gameObject.GetChildObjectByName("Vehicle Spotlight"); //toggle the visibility of the vehicle spotlight if (this.vehicleSpotlight) { spotLight.GetComponent <Light> ().enabled = true; } else { spotLight.GetComponent <Light> ().enabled = false; } }
void Awake() { //get a reference to the primary vehicle in the scene if (this.targetVehicle == null) { this.targetVehicle = GameObject.FindGameObjectWithTag(TagManager.Vehicle).GetComponent <Vehicle> (); } this.vehicleBehaviour = this.targetVehicle.GetComponent <VehicleBehaviourBase> (); //get a list of all the child objects of this game object List <GameObject> li = new List <GameObject> (); this.gameObject.GetChildObjects(li); //get a reference to UI elements of foreach (GameObject go in li) { switch (go.name) { case "Heading": this.headingUI = go.GetComponent <InfoUIElement>(); break; case "MotorTorque": this.motorTorqueUI = go.GetComponent <InfoUIElement>(); break; case "Reversing": this.reversingUI = go.GetComponent <InfoUIElement>(); break; case "Speed": this.speedUI = go.GetComponent <InfoUIElement>(); break; case "FrontSteer": this.frontSteerUI = go.GetComponent <InfoUIElement>(); break; case "RearSteer": this.rearSteerUI = go.GetComponent <InfoUIElement>(); break; case "DragFactor": this.dragFactorUI = go.GetComponent <InfoUIElement>(); break; case "LeftEye": this.leftEyeOutputUI = go.GetComponent <InfoUIElement>(); break; case "RightEye": this.rightEyeOutputUI = go.GetComponent <InfoUIElement>(); break; case "Distance": this.distanceUI = go.GetComponent <InfoUIElement>(); break; case "Time": this.timeUI = go; break; } } }