/********************** RESETS *******************************/ // DISABLES CAR-AI AND USER-DRIVING private void resetIntersectionScenario() { UserCar.SetActive(true); carAI.enabled = false; UserCar.GetComponent <CarUserControl> ().enabled = false; UserCar.GetComponent <CarUserControl> ().StopCar(); CrazyIntersectionAI.SetActive(false); UnsuspectingAI.SetActive(false); UserCar.transform.position = new Vector3(26f, 0.26f, -18.3f); UserCar.transform.rotation = Quaternion.Euler(0f, 0f, 0f); carController.ResetSpeed(); CrazyIntersectionAI.transform.position = new Vector3(43.6f, 0.01f, 65f); CrazyIntersectionAI.transform.rotation = Quaternion.Euler(0f, 270f, 0f); UnsuspectingAI.transform.position = new Vector3(-34f, 0.01f, 63.07f); UnsuspectingAI.transform.rotation = Quaternion.Euler(0f, 90f, 0f); hudController.Clear(); // reset circuits crazyAI.Circuit = crazyAI.Circuit; unsuspectingCarAI.Circuit = unsuspectingCarAI.Circuit; }
private void resetScenario() { userCarAI.enabled = false; AIVehicleAI.enabled = false; UserCar.GetComponent <CarUserControl>().enabled = false; UserCar.GetComponent <CarUserControl>().StopCar(); userCarController.ResetSpeed(); AIVehicleCarController.ResetSpeed(); hudController.Clear(); if (mirror != null) { mirror.SetActive(false); } UserCar.SetActive(false); AIVehicle.SetActive(false); AIVehicle.transform.position = new Vector3(25.9f, 0.457f, 1f); AIVehicle.transform.rotation = Quaternion.Euler(0f, 0f, 0f); UserCar.transform.position = new Vector3(26f, 0.26f, -6f); UserCar.transform.rotation = Quaternion.Euler(0f, 0f, 0f); canPass = false; // reset circuits userCarAI.Circuit = AITrack; AIVehicleAI.Circuit = UserTrack; }