public void AIDrivingToIntersection_Enter() { ambientAudioSource.mute = false; audioController.playAudio(0); hudController.EngageAIMode(); carAI.enabled = true; carController.MaxSpeed = 25f; sensitiveSensorResponseHandler.Enable = true; }
public void PassingInstruction_Update() { //ResetMirror(); //Move to WaitToPass if (Input.GetButtonDown((VRAVEStrings.Right_Paddle))) { hudController.EngageAIMode(); GameObject rightPaddle = GameObject.FindGameObjectWithTag(VRAVEStrings.Right_Paddle); (rightPaddle.GetComponent("Halo") as Behaviour).enabled = false; hudController.model.centerText = ""; AIVehicleAI.enabled = true; AIVehicleAI.Circuit = AITrack; AIVehicleAI.IsCircuit = true; ChangeState(States.WaitToPass); } }
public void AIDriveRoute_Enter() { mirrorFlag = 0; UserCar.GetComponent <CarController> ().MaxSpeed = 25f; //Debug.Log ("Entered AI Drive state"); spawnController.resetInitialSpawns(); hudController.EngageAIMode(); audioController.playAudio(0); movingAI0.SetActive(true); movingAI1.SetActive(true); movingAI2.SetActive(true); movingAI3.SetActive(true); hudController.model.centerText = "Proceed through intersection"; UserCar.GetComponent <CarAIControl> ().enabled = true; UserCar.GetComponent <CarAIControl> ().IsCircuit = false; UserCar.GetComponent <CarUserControl> ().enabled = false; }