void Awake() { //Debug.Log("Hey"); car = this.gameObject; carAIController = car.GetComponent <CarAIControl>(); carController = car.GetComponent <CarController>(); agent = car.GetComponentInChildren <NavMeshAgent>(); agent.transform.localPosition = new Vector3(); agent.transform.rotation = new Quaternion(); if (destination == null) { destination = car.transform; } /*agent.SetDestination(destination.position); * zebraCrossPathMask = 1 << NavMesh.GetAreaFromName("ZebraCross"); */ if (carController.m_SpeedType == SpeedType.KPH) { agent.speed = carController.m_Topspeed * 0.447f; } else if (carController.m_SpeedType == SpeedType.MPH) { agent.speed = carController.m_Topspeed * 0.278f; } }
private void OnTriggerEnter(Collider other) { progresstracker = car.GetComponent <WaypointProgressTracker>(); carControl = car.GetComponent <CarAIControl>(); //progresstracker.gameObject.SetActive(false); //carControl.gameObject.SetActive(false); car.AddComponent <CirclingMotion>(); }
void spawnCar(int id, gene brain) { CarAIControl car = Instantiate(carPrefab, transform.position, Quaternion.identity); car.cpm = this.cpm; car.brain = brain; car.trainer = this; car.id = id; }
//GameObject cube; private void Start() { carAIControl = GetComponent <CarAIControl>(); currentWaypoint = 0; // cube = GameObject.CreatePrimitive(PrimitiveType.Cube); // cube.name = "Cube"; // cube.transform.localScale = new Vector3(2,2, 2); // DestroyImmediate(cube.GetComponent<BoxCollider>()); }
void Start() { car = GetComponent <CarController>(); car_state = GetComponent <csCarState>(); ai = GetComponent <CarAIControl>(); tracker = GetComponent <WaypointProgressTracker>(); Original_Destroy = GameObject.Find("Original_Target_Setting").GetComponent <csDestroy_Original>(); Ranking = GameObject.Find("Directional Light").GetComponent <csRanking>(); GameTimer = GameObject.Find("Directional Light").GetComponent <csGameTimer>(); }
private void Start() { winningCanvas.gameObject.SetActive(false); losingCanvas.gameObject.SetActive(false); FinishCollider = FinishingLine.GetComponent <BoxCollider>(); gameWon = false; game_over = false; winningCarController = winningCar.gameObject.GetComponent <CarController>(); AIcontroller = winningCar.gameObject.GetComponent <CarAIControl>(); }
void Start() { my_ai = GetComponent <CarAIControl>(); my_control = GetComponent <CarUserControl>(); my_pause = GetComponent <pause_controller_s>(); my_wpt = GetComponent <WaypointProgressTracker>(); Update_Lap_Display(); SetComponents(); }
void OnTriggerExit(Collider col) { //if (state == carsState.STOP) { CarAIControl carAI = col.gameObject.GetComponent <CarAIControl> (); if (carAI != null) { carAI.run = true; } //} }
// Use this for initialization void Start() { user = GetComponent <CarUserControl>(); ai = GetComponent <CarAIControl>(); ai.SetTarget(GameObject.Find("AI_Target").transform); control = GetComponent <CarController>(); user.enabled = false; ai.enabled = true; }
void Start() { ai = GetComponent <CarAIControl>(); CollCheck = GetComponent <csCollisionCheck>(); car = GetComponent <CarController>(); childBody = gameObject.transform.FindChild("Image").gameObject; car_body = gameObject.transform.FindChild("Body").gameObject; Big_Jump_Target = GameObject.Find("Big_Jump_Area").transform.FindChild("Big_Jump_Point"); Big_Jump_Target1 = GameObject.Find("Big_Jump_Area").transform.FindChild("Big_Jump_Point1"); tracker = GetComponent <WaypointProgressTracker>(); StartCoroutine(JumperTrigger()); }
// Use this for initialization void Start() { carAI = GetComponent <CarAIControl>(); carController = GetComponent <CarController>(); if (chaseTarget == null) { chaseTarget = GameObject.FindGameObjectWithTag("DeliveryTruck"); } emptyTransformPrefab = (GameObject)Instantiate(emptyTransformPrefab, chaseTarget.transform.position, chaseTarget.transform.rotation); path = new NavMeshPath(); needPath = true; pointCounter = 0; stallTimer = timeToWait; }
// Start is called before the first frame update void Start() { NumberOfWrongGuesses = 0; WaypointCarController = WaypointCar.gameObject.GetComponent <CarController>(); WaypointCarAudio = WaypointCar.gameObject.GetComponent <CarAudio>(); aicontrol = WaypointCar.gameObject.GetComponent <CarAIControl>(); StarterCanvas.gameObject.SetActive(true); WaypointCarController.m_Topspeed = 80; camera.gameObject.transform.SetParent(StarterCanvas.transform); //Somehow make WaypointCarAudio inaudible WaypointCar.gameObject.SetActive(false); ProceedButton.onClick.AddListener(EnableGame); Incorrect.gameObject.SetActive(false); CodeExecPanel.gameObject.SetActive(false); soundPlayed = false; PauseCanvas.gameObject.SetActive(false); }
// Use this for initialization void Start() { Debug.Log(isTraining); topSpeed = carController.MaxSpeed; recording = false; RecordingPause.SetActive(false); RecordStatus_Text.text = "RECORD"; DriveStatus_Text.text = ""; SaveStatus_Text.text = ""; SetAngleValue(0); SetMPHValue(0); carAI = car.GetComponent <CarAIControl>(); if (!isTraining) { DriveStatus_Text.text = "Mode: Autonomous"; RecordDisabled.SetActive(true); RecordStatus_Text.text = ""; } }
// setup script properties private void Start() { _carAIControl = GetComponent <CarAIControl>(); // we use a transform to represent the point to aim for, and the point which // is considered for upcoming changes-of-speed. This allows this component // to communicate this information to the AI without requiring further dependencies. // You can manually create a transform and assign it to this component *and* the AI, // then this component will update it, and the AI can read it. if (target == null) { target = new GameObject(name + " Waypoint Target").transform; } circuit = FindObjectOfType <WaypointCircuit>(); if (circuit != null) { circuitFound = true; } Reset(); }
private void OnCollisionStay(Collision col) { if (col.rigidbody != null) { CarAIControl component = col.rigidbody.GetComponent <CarAIControl>(); if (component != null) { this.avoidOtherCarTime = Time.time + 1f; if (Vector3.Angle(base.transform.forward, component.transform.position - base.transform.position) < 90f) { this.avoidOtherCarSlowdown = 0.5f; } else { this.avoidOtherCarSlowdown = 1f; } Vector3 vector = base.transform.InverseTransformPoint(component.transform.position); float f = Mathf.Atan2(vector.x, vector.z); this.avoidPathOffset = this.lateralWanderDistance * -Mathf.Sign(f); } } }
void SetTarget() { camera.SetTarget(cars[currentCarIndex].transform); CarController newCar = cars[currentCarIndex]; CarAIControl aiControl = newCar.GetComponent <CarAIControl>(); CarUserControl userControl = newCar.GetComponent <CarUserControl>(); if (aiControl) { aiControl.enabled = false; } if (userControl) { userControl.enabled = true; } if (currentCar) { aiControl = currentCar.GetComponent <CarAIControl>(); userControl = currentCar.GetComponent <CarUserControl>(); if (aiControl) { aiControl.enabled = true; } if (userControl) { userControl.enabled = false; } } currentCar = newCar; }
void Start() { obj = GameObject.Find("Car").GetComponent <CarController>(); aa = GameObject.Find("Car").GetComponent <CarAIControl>(); }
void Start() { carm = this.GetComponent <Camera>(); car_AI = GameObject.FindGameObjectWithTag("Player").GetComponent <CarAIControl>(); }
void Start() { ai = GetComponent<CarAIControl>(); CollCheck = GetComponent<csCollisionCheck>(); car = GetComponent<CarController>(); childBody = gameObject.transform.FindChild("Image").gameObject; car_body = gameObject.transform.FindChild("Body").gameObject; Big_Jump_Target = GameObject.Find("Big_Jump_Area").transform.FindChild("Big_Jump_Point"); Big_Jump_Target1 = GameObject.Find("Big_Jump_Area").transform.FindChild("Big_Jump_Point1"); tracker = GetComponent<WaypointProgressTracker>(); StartCoroutine(JumperTrigger()); }
private void Start() { ai = GetComponent <CarAIControl>(); }
void Start() { car = GetComponent<CarController>(); car_state = GetComponent<csCarState>(); ai = GetComponent<CarAIControl>(); tracker = GetComponent<WaypointProgressTracker>(); Original_Destroy = GameObject.Find("Original_Target_Setting").GetComponent<csDestroy_Original>(); Ranking = GameObject.Find("Directional Light").GetComponent<csRanking>(); GameTimer = GameObject.Find("Directional Light").GetComponent<csGameTimer>(); }
// ------------------------------------------------- // private void Awake() { carAI = GetComponent <CarAIControl>(); carController = GetComponent <CarController>(); waypointTracker = GetComponent <WaypointProgressTracker>(); }
void Start() { obj = GameObject.Find("Car").GetComponent<CarController>(); aa = GameObject.Find("Car").GetComponent<CarAIControl>(); }
private void OnTriggerEnter(Collider other) { carAI = car.GetComponent <CarAIControl>(); carAI.m_CautiousSpeedFactor = number; }