Exemplo n.º 1
0
 public void Resume()
 {
     menuUI.DeactivateMenu();
     Time.timeScale = 1;
     for (int i = 0; i < cars.Count; i++)
     {
         CarSoundManager soundManager = cars[i].GetComponent <CarSoundManager>();
         if (soundManager)
         {
             soundManager.Resume();
         }
     }
 }
Exemplo n.º 2
0
 public void Pause()
 {
     Time.timeScale = 0;
     for (int i = 0; i < cars.Count; i++)
     {
         CarSoundManager soundManager = cars[i].GetComponent <CarSoundManager>();
         if (soundManager)
         {
             soundManager.Pause();
         }
     }
     menuUI.ActivatePauseMenu();
 }
Exemplo n.º 3
0
    void Awake()
    {
        rigidBody         = GetComponent <Rigidbody>();
        currentCheckpoint = 0;
        nextCheckpoint    = 0;
        totalDistance     = 0;
        lap = 0;

        if (stats)
        {
            Init(stats);
        }

        carSoundManager = GetComponent <CarSoundManager> ();
    }
Exemplo n.º 4
0
    public void DeactivateAllCars()
    {
        for (int i = 0; i < cars.Count; i++)
        {
            CarAI carAI = cars[i].GetComponent <CarAI>();
            if (carAI)
            {
                carAI.enabled = false;
            }
            CarPlayer carPlayer = cars[i].GetComponent <CarPlayer>();
            if (carPlayer)
            {
                carPlayer.enabled = false;
            }

            // Stop engine sound
            CarSoundManager soundManager = cars[i].GetComponent <CarSoundManager>();
            if (soundManager)
            {
                soundManager.StopEngine();
            }
        }
    }
Exemplo n.º 5
0
        // private constructor: use factory methods instead
        private Engine(Game game, List <GamerProfile> sortedProfiles,
                       List <KeyConfig> localPlayerInputConfigs, out Dictionary <byte, LinkedList <CarActor> > idCarActorMap)
        {
            this.game = game;

            // create a physics system:
            world = new defaultPhysicsSystem();

            // set it as the current
            Engine.currentWorld = world;

            // setup lists for components, cameras and for networking:
            Components           = new List <GameComponent>();
            DrawableComponents   = new List <DrawableGameComponent>();
            LateDrawComponents   = new List <DrawableGameComponent>();
            OverlayComponents    = new List <DrawableGameComponent>();
            carActors            = new List <CarActor>();
            cameraControllerList = new List <CameraController>();
            idCarActorMap        = new Dictionary <byte, LinkedList <CarActor> >();

            // create the track
            int totalCars = 0;

            foreach (GamerProfile gp in sortedProfiles)
            {
                totalCars += gp.numCars;
            }
            track = TrackManager.CreateTrack(game, totalCars);
            this.AddComponent(track);

            // create the car Actors & players
            int carCount = 0;

            foreach (GamerProfile profile in sortedProfiles)
            {
                LinkedList <CarActor> cars = new LinkedList <CarActor>();

                // create the carActors
                for (int i = 0; i < profile.numCars; i++)
                {
                    // create the carRenderer
                    CarModelRenderer carModelRenderer = new DefaultCarModelRenderer(game, (DefaultCarModelRenderer.TextureColourScheme)(carCount + 2 % (int)(DefaultCarModelRenderer.TextureColourScheme.Count)));

                    // add the car to the list
                    CarActor carActor = new defaultCarActor(game, carModelRenderer, Matrix.Identity); // all start off at origin. Moved at Initialize
                    carActors.Add(carActor);
                    cars.AddLast(carActor);
                    AddComponent(carActor);
                    carCount++;

                    // decorate the carActor with a particle system
                    AddComponent(new ParticleController(game, carActor));

                    //add HUD for player
                    //HUD hud = new HUD(game, carActor);
                    //OverlayComponents.Add(hud);
                    //Components.Add(hud);

                    // if player is local, setup the local cameras and input schemes:
                    if (profile.isLocal)
                    {
                        CameraController c = new CameraController(game, carActor);
                        this.AddComponent(c);
                        //if (cameraControllerList.Count == 0)
                        cameraControllerList.Add(c);
                        CarSoundManager soundManager = new CarSoundManager(carActor, c, game);
                        AddComponent(new Player(game, carActor, localPlayerInputConfigs[i], c));
                        AddComponent(soundManager);
                    }
                }

                // register gamer into map
                idCarActorMap.Add(profile.gamerId, cars);
            }

            // setup split screen
            DisplayController.CreateHorizontalScreens(game, cameraControllerList, MathHelper.PiOver4);
            AddComponent(DisplayController.Display);



            // draw skybox, then bloom, then fps on top
            LateDrawComponents.Add(new SkyBoxActor(game));


            //FrameRateCounter fpsDisplay = new FrameRateCounter(game);
            //OverlayComponents.Add(fpsDisplay);
            //Components.Add(fpsDisplay);
        }