public void OnNextTrigger(TrackLapTrigger next) { // choose a target to drive towards target = Vector3.Lerp(next.transform.position - next.transform.right, next.transform.position + next.transform.right, Random.value); }
// when lap trigger is entered public void OnLapTrigger(TrackLapTrigger trigger) { if (trigger == next) { if (first == next) { _lap++; UpdateText(); } SetNextTrigger(next); } }
// when lap trigger is entered public void OnLapTrigger(TrackLapTrigger trigger) { if (trigger == next) { if (first == next) { lap++; UpdateText(); } SetNextTrigger(next); } }
// lap trigger is entered public void OnLapTrigger(TrackLapTrigger trigger) { // only update if triggered in turn (prevent "back-over") if (trigger == next) { if (first == next) { _lap++; UpdateText(); } SetNextTrigger(next); } }
// When enter lap trigger public void OnLapTrigger(TrackLapTrigger trigger) { if (trigger == next) { if (first == next) // If the player is back on the initial trigger { time = 0; // Reset lap time lap++; // Increment lap UpdateText(); StartCoroutine(ShowLapTime(2)); // Show lap time if (lap == 1) { bestTime = time; } BestLapTime(); } SetNextTrigger(next); // Set the next trigger } if (trigger == first) { startCounter = true; } }
void SetNextTrigger(TrackLapTrigger trigger) { next = trigger.next; SendMessage("OnNextTrigger", next, SendMessageOptions.DontRequireReceiver); }
// select next target public void OnNextTrigger(TrackLapTrigger next) { target = Vector3.Lerp(next.transform.position - next.transform.right, next.transform.position + next.transform.right, Random.value); }