// Use this for initialization void Start() { GameObject temp = gameObject.transform.parent.gameObject; crossing = temp.transform.parent.gameObject; scriptCrossing = (CrossingT)crossing.GetComponent(typeof(CrossingT)); scriptCrossing.setCollider(gameObject.name, this); trafficLight = gameObject.GetComponentInChildren <Light>(); if (!isControlled) { Destroy(getChildGameObject(gameObject, "TrafficLight")); Destroy(getChildGameObject(gameObject, "Spotlight")); } }
public List <Waypoint> GetWayPoints() { Straight _straight = straight.GetComponent <Straight>(); Crossing _crossing = crossing.GetComponent <Crossing>(); CrossingT _crossingT = crossingT.GetComponent <CrossingT>(); Turn _turn = turn.GetComponent <Turn>(); switch (roadType) { case TYPE.Straight: return(new List <Waypoint> { _straight.topIn, _straight.topOut, null, null, _straight.bottomIn, _straight.bottomOut, null, null }); case TYPE.Turn: return(new List <Waypoint> { _turn.topIn, _turn.topOut, null, null, null, null, _turn.leftIn, _turn.leftOut }); case TYPE.CrossingT: return(new List <Waypoint> { _crossingT.topIn, _crossingT.topOut, null, null, _crossingT.bottomIn, _crossingT.bottomOut, _crossingT.leftIn, _crossingT.leftOut }); case TYPE.Crossing: return(new List <Waypoint> { _crossing.topIn, _crossing.topOut, _crossing.rightIn, _crossing.rightOut, _crossing.bottomIn, _crossing.bottomOut, _crossing.leftIn, _crossing.leftOut }); } return(new List <Waypoint>()); }