// Start is called before the first frame update void Start() { car_variant = GameObject.FindGameObjectWithTag("Player"); text = GameObject.Find("LapTimeText"); s_text = GameObject.Find("SpeedText"); finish = GameObject.Find("FinalText"); car_body = car_variant.GetComponent <Rigidbody>(); finish.SetActive(false); lap_time_text = text.GetComponent <Text>(); speed_text = s_text.GetComponent <Text>(); check_point_check = car_variant.GetComponent <CheckpointCheck>(); car_controller = car_variant.GetComponent <UnityStandardAssets.Vehicles.Car.CarController>(); car_user_control = car_variant.GetComponent <UnityStandardAssets.Vehicles.Car.CarUserControl>(); current_speed = car_controller.CurrentSpeed; speed_text.text = current_speed.ToString(); lap_time = check_point_check.lap_time; lap_time_text.text = "LAP TIME: "; victory = check_point_check.victory; }
private void OnSceneChanged(Scene scene, LoadSceneMode mode) { m_carControl = FindObjectOfType <UnityStandardAssets.Vehicles.Car.CarUserControl> (); m_waypoints = FindObjectsOfType <Waypoint> ().ToList(); m_raycaster = m_carControl.GetComponent <Eyes> (); StartCoroutine(WaitGenomeStart()); }
// Use this for initialization void Start() { Cursor.lockState = CursorLockMode.Locked; DrivingLogic = GetComponent <UnityStandardAssets.Vehicles.Car.CarUserControl>(); fuel = 100f; nitrous = 100f; rb = GetComponent <Rigidbody>(); Exhaust = transform.FindChild("Exhaust").GetComponent <ParticleSystem>(); rb.centerOfMass += Vector3.down * 10; }
private void ChangeScene() { ChangeSubject(); m_canGo = false; m_carControl = null; m_raycaster = null; m_waypoints.Clear(); string currentSceneName = SceneManager.GetActiveScene().name; SceneManager.LoadSceneAsync(currentSceneName, LoadSceneMode.Single); }
//Slows the car down to a stop and stops the player from being able to move the car anymore. When this finishes //get out is called. Get out is called from the m_CarSlowDown script. public void slowDown() { UnityStandardAssets.Vehicles.Car.CarUserControl carUserControl = m_Car.GetComponentInChildren <UnityStandardAssets.Vehicles.Car.CarUserControl>(); carUserControl.carOn = false; m_Car.GetComponentInChildren <UnityStandardAssets.Vehicles.Car.CarController>().enabled = false; CarSlowDown carSlowDown = m_Car.GetComponentInChildren <CarSlowDown>(); carSlowDown.enabled = true; carSlowDown.m_GameManager = this; }
private void Start() { m_carControl = FindObjectOfType <UnityStandardAssets.Vehicles.Car.CarUserControl> (); m_waypoints = FindObjectsOfType <Waypoint> ().ToList(); m_raycaster = m_carControl.GetComponent <Eyes> (); SceneManager.sceneLoaded += OnSceneChanged; if (m_geneticAlg == null) { m_geneticAlg = new GeneticAlgorithm(); int totalWeights = 0; for (int i = 0; i < m_neuralTopology.Length - 1; i++) { totalWeights += m_neuralTopology [i] * m_neuralTopology [i + 1]; } m_geneticAlg.GeneratePopulation(m_populationCount, totalWeights); m_neuralNet = new NeuralNetwork(); if (loadBestGenome == false) { GeneticAlgorithm.Genome genome = m_geneticAlg.GetNextGenome(); m_currentGenomeIndex = m_geneticAlg.GetCurrentGenomeIndex(); m_neuralNet.CreateNetFromGenome(genome, m_neuralTopology); } else { BestAIRun bestRun = SaveLoad.LoadRun(); GeneticAlgorithm.Genome genome = bestRun.genomeToSave; if (genome.weights.Count == 0) { Debug.LogError("There are nothing to load. Uncheck 'Load Best Genome' option."); Debug.Break(); return; } m_neuralNet.CreateNetFromGenome(genome, m_neuralTopology); m_currentGenerationIndex = bestRun.generationNumber; m_currentGenomeIndex = bestRun.genomeNumber; m_bestFitness = (int)genome.fitness; } m_defaultPosition = transform.position; m_defaultRotation = transform.rotation; } StartCoroutine(WaitGenomeStart()); }
// Use this for initialization private void Start() { m_WheelMeshLocalRotations = new Quaternion[4]; for (int i = 0; i < 4; i++) { m_WheelMeshLocalRotations[i] = m_WheelMeshes[i].transform.localRotation; } m_WheelColliders[0].attachedRigidbody.centerOfMass = m_CentreOfMassOffset; m_MaxHandbrakeTorque = float.MaxValue; m_Rigidbody = GetComponent <Rigidbody>(); m_carUserControl = GetComponent <CarUserControl>(); m_CurrentTorque = m_FullTorqueOverAllWheels - (m_TractionControl * m_FullTorqueOverAllWheels); }
public void SpawnVehicles(int vehicle) { GameObject newVehicle; gameTime = readyTime; readyTimer = true; countDown = true; spawnPoints[0].SetActive(false); newVehicle = Instantiate(playableVehicles.vehicles[raceData.vehicleNumber], spawnPoints[0].transform.position, spawnPoints[0].transform.rotation) as GameObject; newVehicle.transform.rotation = spawnPoints[0].transform.rotation; newVehicle.GetComponent <UnityStandardAssets.Vehicles.Car.CarUserControl>().enabled = false; racerInfo [0].racer = newVehicle; racerInfo[0].racer.name = racerInfo[0].racerName; racerInfo [0].lap = 1; playerController = newVehicle.GetComponent <UnityStandardAssets.Vehicles.Car.CarUserControl>(); racerInfo[0].aIHelper = racerInfo[0].racer.GetComponent <RG_AIHelper>(); racerInfo[0].aIController = racerInfo[0].racer.GetComponent <UnityStandardAssets.Vehicles.Car.CarAIControl>(); racerInfo [0].waypointController = racerInfo [0].racer.GetComponent <UnityStandardAssets.Utility.WaypointProgressTracker> (); racerInfo [0].currentWaypoint = Waypoints [0]; Debug.Log(raceData.numberOfRacers[raceData.raceNumber]); for (int i = 1; i < raceData.numberOfRacers[raceData.raceNumber]; i++) { spawnPoints[i].SetActive(false); newVehicle = Instantiate(opponentVehicles.vehicles[i - 1], spawnPoints[i].transform.position, spawnPoints[i].transform.rotation) as GameObject; newVehicle.transform.rotation = spawnPoints[i].transform.rotation; racerInfo[i].racer = newVehicle; racerInfo[i].racerName = opponentVehicles.opponentNames[i - 1]; racerInfo[i].racer.name = racerInfo[i].racerName; racerInfo [0].lap = 1; if (racerInfo[i].racer.GetComponent <UnityStandardAssets.Utility.WaypointProgressTracker>()) { racerInfo[i].aIHelper = racerInfo[i].racer.GetComponent <RG_AIHelper>(); racerInfo[i].aIHelper.opponentNumber = i; racerInfo[i].aIController = racerInfo[i].racer.GetComponent <UnityStandardAssets.Vehicles.Car.CarAIControl>(); racerInfo [i].waypointController = racerInfo [i].racer.GetComponent <UnityStandardAssets.Utility.WaypointProgressTracker> (); racerInfo [i].positionScore = 0; racerInfo [i].currentWaypoint = Waypoints [0]; } } newVehicle = null; for (int i = 0; i < spawnPoints.Length; i++) { spawnPoints [i].SetActive(false); } }
public void SetPlayer(GameObject player) { car = player.GetComponent <CarUserControl>(); carController = player.GetComponent <CarController>(); }
void Awake() { Instance = this; #if UNITY_STANDALONE || UNITY_EDITOR #elif !UNITY_STANDALONE || !UNITY_EDITOR ChangeInput(); #endif ChangeInput(); }
private void Start() { carControl = GameObject.FindGameObjectWithTag("Player").GetComponent <UnityStandardAssets.Vehicles.Car.CarUserControl>(); }
private void Start() { m_carControl = GetComponent <UnityStandardAssets.Vehicles.Car.CarUserControl> (); m_brains = FindObjectOfType <Brains> (); }
// Use this for initialization void Start() { startTime = Time.time; car = GetComponent <CarUserControl>(); }