// Use this for initialization void Start() { winners = new List <GameObject>(); laps = new int[cars.Length + 1]; times = new List <float>(); respawnTimes = new float[cars.Length + planes.Length + 1]; distanceLeftToTravel = new float[cars.Length + planes.Length + 1]; scripts = new CarController[cars.Length]; airplaneScripts = new AirplaneController[planes.Length]; waypoint = new Transform[cars.Length + planes.Length + 1]; finished = new bool[cars.Length + 1]; //intialize the arrays with starting values for (int i = 0; i < cars.Length; ++i) { scripts[i] = cars[i].gameObject.GetComponent <CarController>(); scripts[i].enabled = false; respawnTimes[i] = respawnDelay; distanceLeftToTravel[i] = float.MaxValue; laps[i] = 0; finished[i] = false; scripts[i].StartTimer(); } //Planes //Start at the cars arrays length for the index, then push forward while less then the two added together for (int i = cars.Length; i < cars.Length + planes.Length; i++) { airplaneScripts[i - cars.Length] = planes[i - cars.Length].gameObject.GetComponent <AirplaneController>(); respawnTimes[i] = respawnDelay; distanceLeftToTravel[i] = float.MaxValue; } playerIndex = cars.Length + planes.Length; playerScript = playerCar.gameObject.GetComponent <Car>(); playerScript.KillTheEngine(); respawnTimes[playerIndex] = playerRespawnDelay; laps[playerIndex - planes.Length] = 0; distanceLeftToTravel[playerIndex] = float.MaxValue; finished[playerIndex - planes.Length] = false; playerScript.StartTimer(); playerWaypointScript = playerWaypointMarker.GetComponent <WaypointGates>(); UpdatePlayerMarker(); }
// Use this for initialization void Start() { winners = new List<GameObject>(); laps = new int[cars.Length + 1]; times = new List<float>(); respawnTimes = new float[cars.Length + planes.Length +1]; distanceLeftToTravel = new float[cars.Length + planes.Length +1]; scripts = new CarController[cars.Length]; airplaneScripts = new AirplaneController[planes.Length]; waypoint = new Transform[cars.Length + planes.Length +1]; finished = new bool[cars.Length + 1]; //intialize the arrays with starting values for(int i=0; i < cars.Length; ++i) { scripts[i] = cars[i].gameObject.GetComponent<CarController>(); scripts[i].enabled = false; respawnTimes[i] = respawnDelay; distanceLeftToTravel[i] = float.MaxValue; laps[i] = 0 ; finished[i] = false; scripts[i].StartTimer(); } //Planes //Start at the cars arrays length for the index, then push forward while less then the two added together for(int i = cars.Length; i < cars.Length + planes.Length; i++) { airplaneScripts[i - cars.Length] = planes[i - cars.Length].gameObject.GetComponent<AirplaneController>(); respawnTimes[i] = respawnDelay; distanceLeftToTravel[i] = float.MaxValue; } playerIndex = cars.Length + planes.Length; playerScript = playerCar.gameObject.GetComponent<Car>(); playerScript.KillTheEngine(); respawnTimes[playerIndex] = playerRespawnDelay; laps[playerIndex - planes.Length] = 0; distanceLeftToTravel[playerIndex] = float.MaxValue; finished[playerIndex - planes.Length] = false; playerScript.StartTimer(); playerWaypointScript = playerWaypointMarker.GetComponent<WaypointGates>(); UpdatePlayerMarker(); }