// Use this for initialization
    void Start()
    {
        animator = GetComponent <Animator>();
        MyHelpNode.FindTransform(transform, "racingCar", out racingCar);
        carAudio = racingCar.GetComponent <CarAudio>();

        liftMachineAudio   = GetComponent <LiftMachineAudio>();
        origGarageOpenTime = GarageOpenTime;
    }
    // Use this for initialization
    void Start()
    {
        CarController = GetComponent <CarController>();
        CarUser       = GetComponent <CarUserControl>();
        CarAudio      = GetComponent <CarAudio>();
        VehicleMass   = GetComponent <Rigidbody>();

        AircraftController = GetComponent <AeroplaneController>();
        AircraftUser       = GetComponent <AeroplaneUserControl4Axis>();
        AircraftAudio      = GetComponent <AeroplaneAudio>();
    }
        internal static bool Prefix(CarAudio __instance, Horn.Data data)
        {
            int carIndex = G.Sys.ProfileManager_.knownCars_[__instance.carLogic_.PlayerData_.CarName_];

            if (carIndex >= Mod.DefaultCarCount && Mod.Instance.Config.UseTrumpetHorn)
            {
                __instance.phantom_.SetRTPCValue("Horn_volume", Mathf.Clamp01(data.hornPercent_ + 0.5f));
                __instance.phantom_.Play("SpookyHorn", getEvent: true);

                return(false);
            }

            return(true);
        }
Пример #4
0
 void Awake()
 {
     ca     = GetComponent <CarAudio> ();
     audio  = GetComponent <AudioSource> ();
     sounds = GameObject.Find("Sound");
     if (!turnedOn)
     {
         ca.enabled = false;
         transform.Find("Lights").gameObject.SetActive(false);
     }
     else
     {
         ca.enabled = true;
         transform.Find("Lights").gameObject.SetActive(true);
     }
 }
Пример #5
0
    /// <summary>
    /// Enables core vehicles sounds, like engine and tires.
    /// </summary>
    /// <param name="active">If set to <c>true</c> active.</param>
    protected virtual void ToggleCoreVehicleSounds(bool active)
    {
        AudioSource[] vehicleSounds = GetComponents <AudioSource> ();
        foreach (AudioSource aSources in vehicleSounds)
        {
            aSources.enabled = active;
        }
        CarAudio carA = GetComponent <CarAudio> ();

        carA.enabled = active;
        if (active)
        {
            vehicleSounds [2].Play();
            vehicleSounds [0].Play();
        }
    }
 // 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);
 }
Пример #7
0
    // CLIENT SIDE SCRIPTS GO HERE
    void AddScripts()
    {
        // Anything you want to have running in the lobby should go in the netLobby script.
        // This function gets called when a game starts.
        // All scripts are called after we have a reference to the buggy and a NetworkViewID.

        // updates network-sunk fiziks
        gameObject.AddComponent <controlClient>();

        //hit ball
        gameObject.AddComponent <netSwing>();

        //ball range finder
        gameObject.AddComponent <netTransferToSwing>();

        //ball marker
        BallMarker bms = gameObject.AddComponent <BallMarker>() as BallMarker;

        bms.m_nvs      = nvs;
        bms.m_myCamera = nvs.myCam;             // can be set in the script instead

        //show names over player's cart
        gameObject.AddComponent <PlayerNames>();

        // set the camera in the audio script on the buggy - PUT THIS IN A SCRIPT SOMEONE
        CarAudio mca = myInfo.cartGameObject.GetComponent("CarAudio") as CarAudio;

        mca.followCamera = nvs.myCam;                                                                                              // replace tmpCam with our one - this messes up sound atm
        (nvs.myCam.gameObject.AddComponent <FollowPlayerScript>() as FollowPlayerScript).target = myInfo.cartGameObject.transform; // add smooth follow script

        // finally disable the preview scene
        (GameObject.Find("main").GetComponent(typeof(GameControl)) as GameControl).ed_levelPreviewScreen.SetActive(false);

        //show chat bubble over players when they chat

        gameObject.AddComponent <ChatBubble>();

        //cart reset
        gameObject.AddComponent <netPlayerRespawn>();

        // show that we connected
        connected = true;
    }
Пример #8
0
    void Start()
    {
        Rigidbody rigidBody = GetComponent <Rigidbody>();

        rigidBody.mass = 1000;

        carController = GetComponent <CarController>();
        carAudio      = GetComponent <CarAudio>();
        name          = "vehicle";

        // Apply vehicle reflection and update materials
        ProcessVehicleMaterial();

        // Process vehicle lights
        ProcessLightMaterial();

        // Add Bumps and Crash audio clips
        ProcessCarAudioEffects();
    }
Пример #9
0
    // ANY SERVER SIDE SCRIPTS GO HERE
    void AddScripts()
    {
        // receives all players inputs and handles fiziks
        gameObject.AddComponent("controlServer");

        //pause
        gameObject.AddComponent("netPause");

        //cart reset
        gameObject.AddComponent("netPlayerRespawn");

        // set the camera in the audio script on the buggy - PUT THIS IN A SCRIPT SOMEONE
        CarAudio mca = myInfo.cartGameObject.GetComponent("CarAudio") as CarAudio;

        mca.followCamera = nvs.myCam;                                                                                             // replace tmpCam with our one - this messes up sound atm
        (nvs.myCam.gameObject.AddComponent("FollowPlayerScript") as FollowPlayerScript).target = myInfo.cartGameObject.transform; // add player follow script

        // add the swing script
        //gameObject.AddComponent("netSwing");
    }
    // CLIENT SIDE SCRIPTS GO HERE
    // all scripts are called after we have a reference to the buggy and a NetworkViewID
    void AddScripts()
    {
        // updates network-sunk fiziks
        gameObject.AddComponent("controlClient");
        // chat
        gameObject.AddComponent("netChat");
        //pause
        gameObject.AddComponent("netPause");
        // set the camera in the audio script on the buggy - PUT THIS IN A SCRIPT SOMEONE
        networkVariables nvs = GetComponent("networkVariables") as networkVariables;
        CarAudio         mca = myInfo.cartGameObject.GetComponent("CarAudio") as CarAudio;

        mca.followCamera = nvs.myCam;                                                                                 // replace tmpCam with our one - this messes up sound atm
        (nvs.myCam.gameObject.AddComponent("SmoothFollow") as SmoothFollow).target = myInfo.cartGameObject.transform; // add smooth follow script
        // get self
        myInfo.player = Network.player;
        // get server
        myInfo.server = myInfo.cartViewIDTransform.owner;
        // show that we connected
        connected = true;
    }
Пример #11
0
    // CLIENT SIDE SCRIPTS GO HERE
    // all scripts are called after we have a reference to the buggy and a NetworkViewID
    void AddScripts()
    {
        Component.Destroy(GetComponent("netLobby"));

        // updates network-sunk fiziks
        gameObject.AddComponent("controlClient");

        //pause
        gameObject.AddComponent("netPause");

        // set the camera in the audio script on the buggy - PUT THIS IN A SCRIPT SOMEONE
        CarAudio mca = myInfo.cartGameObject.GetComponent("CarAudio") as CarAudio;

        mca.followCamera = nvs.myCam;                                                                                             // replace tmpCam with our one - this messes up sound atm
        (nvs.myCam.gameObject.AddComponent("FollowPlayerScript") as FollowPlayerScript).target = myInfo.cartGameObject.transform; // add smooth follow script

        // add the swing script
        //gameObject.AddComponent("netSwing");

        // show that we connected
        connected = true;
    }
Пример #12
0
        private void InitializeData()
        {
            vOutput = new TextBoxOutput(textBoxOutput);

            vMobilePhone = new SimCorpMobile(new Battery(3000, BatteryType.LiPo), new Simcard("Vodafone", FormFactor.Nano, NetworkType.LTE), vOutput);

            vPlaybackDevices = new List <IPlayback>();
            vPlaybackDevices.Add(new IphoneOriginalHeadphones(vOutput));
            vPlaybackDevices.Add(new UnofficialHeadset(vOutput));

            vChargers = new List <ICharge>();
            vChargers.Add(new IphoneCharger(vOutput));
            vChargers.Add(new SmartCharger(vOutput));
            vChargers.Add(new UniversalChinaCharger(vOutput));

            var carAudioDevice = new CarAudio(vOutput); //This device has both interfaces

            vPlaybackDevices.Add(carAudioDevice);
            vChargers.Add(carAudioDevice);

            //Bind data
            populateGroup(vChargers, groupBoxChargers);
            populateGroup(vPlaybackDevices, groupBoxPlaybackDevices);
        }
Пример #13
0
    private void Start()
    {
        volumeFadeIn = true;
        AudioListener.volume = 0.0f;

        // Initialize values
        pauseAnimation = false;
        pause = false;
        started = false;
        settings = false;
        isDrifting = false;
        canContinue = false;
        canDrift = true;
        canShowExtra = true;
        avoiding = false;
        pressedExit = false;
        tutorial = false;
        canAdvanceTutorial = true;
        driftTutorial = false;
        driftTutorialObjective = false;
        driftTutorialDriftDone = false;
        checkingGamepad = false;
        disabledUI = false;
        totalScore = 0;
        driftScore = 0;
        maxDriftScore = 0;
        multiplier = 0;
        challengeTextState = 0;
        tutorialState = 0;
        driftTutorialState = 0;
        playerName = "";
        previousTimeScale = Time.timeScale;
        rigidbodyVelocity = Vector3.zero;
        multiplierTemp = multiplierTempInit;
        collisionTemp = collisionTempInit;
        avoidTemp = avoidTempInit;
        initPosition = new Vector3[labelsUI.Length];
        dataManager = DataManager.Instance;
        carInput = CarInput.Instance;

        // Initialize time challenge values
        leftTime = leftTimeInit;
        timePickupsCount = timePickupRoot.transform.childCount;
        currentTimePickup = 0;

        timePickups = new GameObject[timePickupsCount];

        for(int i = 0; i < timePickups.Length; i++)
        {
            timePickups[i] = timePickupRoot.transform.GetChild (i).gameObject;
        }

        for(int i = 0; i < timePickups.Length; i++)
        {
            timePickups[i].GetComponent<DriftPickup>().DisablePickupForMinimap();
        }

        timeChallengeUI.SetActive (false);

        for(int i = 0; i < freeTutorialLabels.Length; i++)
        {
            freeTutorialCameras[i].enabled = false;
            freeTutorialLabels[i].SetActive (false);
        }

        for(int i = 0; i < challengeTutorialCameras.Length; i++)
        {
            challengeTutorialCameras[i].enabled = false;
            challengeTutorialLabels[i].SetActive (false);
        }

        // Get player references
        carController = GameObject.FindWithTag ("Player").GetComponent<CarController>();
        carEngine = carController.GetComponent<CarEngine>();
        carSetup = carController.GetComponent<CarSetup>();
        carAudio = carController.GetComponent<CarAudio>();
        carRigidbody = carController.GetComponent<Rigidbody>();
        introAnimation = GetComponent<CameraIntroAnimation>();
        settingsManager = GetComponent<SettingsManager>();
        extraTweenText = extraTween.GetComponent<Text>();
        challengeLabelTween = challengeLabel.GetComponent<TweenFontSize>();
        bloomUI = GameObject.Find ("UICamera").GetComponent<Bloom>();

        if(dataManager.isGamepad)
        {
            #if !UNITY_EDITOR
            UnityEngine.Cursor.visible = false;
            UnityEngine.Cursor.lockState = CursorLockMode.Locked;
            #endif
        }
        else
        {
            #if !UNITY_EDITOR
            UnityEngine.Cursor.visible = false;
            UnityEngine.Cursor.lockState = CursorLockMode.None;
            #endif
        }

        // Load data
        maxDriftScore = dataManager.bestDrift;

        for(int i = 0; i < labelsUI.Length; i++)
        {
            labelsUI[i].color = initColor;
            auxColor = labelsUI[i].color;
            auxColor.a = initAlpha;
            labelsUI[i].color = auxColor;
            initPosition[i] = labelsUI[i].transform.position;
        }

        pauseUI.SetActive (false);
        settingsUI.SetActive (false);
        gameplayUI.SetActive (false);
        startUI.SetActive(false);
        bloomUI.enabled = false;

        carController.enabled = false;
        carEngine.enabled = false;
        carSetup.enabled = false;
        carRigidbody.isKinematic = true;
        //carRigidbody.constraints = RigidbodyConstraints.FreezeAll;

        // Disable car audio
        carAudio.EnableSources(0.5f);

        EventSystem.current.SetSelectedGameObject(null);
    }
Пример #14
0
 public void StartGamePlayer()
 {
     // Get player references
     players = GameObject.FindGameObjectsWithTag("Player");
     for(int i = 0; i < players.Length; i++)
     {
         if(players[i].GetComponent<NetworkIdentity>().isLocalPlayer)
         {
             carController = players[i].GetComponent<CarController>();
             carEngine = carController.GetComponent<CarEngine>();
             carSetup = carController.GetComponent<CarSetup>();
             carAudio = carController.GetComponent<CarAudio>();
             carRigidbody = carController.GetComponent<Rigidbody>();
             carController.enabled = false;
             carEngine.enabled = true;
             // Disable car audio
             carAudio.EnableSources(0.5f);
             Debug.Log ("MultiplayerManager: player initialization complete");
             break;
         }
     }
 }
    // Use this for initialization
    void Start()
    {
        // setup reference to networkVariables
        nvs = gameObject.GetComponent("networkVariables") as networkVariables;

        // get server version
        serverVersion = nvs.serverVersion;
        // get server name
        string serverName = nvs.serverName;

        // Use NAT punchthrough if no public IP present
        Network.InitializeServer(32, 11177, !Network.HavePublicAddress());
        MasterServer.RegisterHost(serverVersion, SystemInfo.deviceName, serverName);

        // create server owners buggy
        // This line will get changed at some point - no need to have the camera and the marker in the prefab - they should be in their own scripts
        GameObject cartGameObject = (Instantiate(Resources.Load("buggy_m"), new Vector3(0, 5, 0), Quaternion.identity) as GameObject);
        // ****************************
        GameObject ballGameObject      = Instantiate(Resources.Load("ball"), new Vector3(3, 5, 0), Quaternion.identity) as GameObject;
        GameObject characterGameObject = Instantiate(Resources.Load("lil_patrick"), new Vector3(0, 4, 0), Quaternion.identity) as GameObject;

        // set buggy as characters parent
        characterGameObject.transform.parent = cartGameObject.transform;

        // networkview that shit
        NetworkViewID cartViewIDTransform = Network.AllocateViewID();
        NetworkView   cgt = cartGameObject.GetComponent("NetworkView") as NetworkView;

        cgt.observed             = cartGameObject.transform;
        cgt.viewID               = cartViewIDTransform;
        cgt.stateSynchronization = NetworkStateSynchronization.Unreliable;
        NetworkViewID cartViewIDRigidbody = Network.AllocateViewID();
        NetworkView   cgr = cartGameObject.AddComponent("NetworkView") as NetworkView;

        cgr.observed             = cartGameObject.rigidbody;
        cgr.viewID               = cartViewIDRigidbody;
        cgr.stateSynchronization = NetworkStateSynchronization.Unreliable;
        NetworkViewID ballViewID = Network.AllocateViewID();

        ballGameObject.networkView.viewID = ballViewID;
        NetworkViewID characterViewID = Network.AllocateViewID();

        characterGameObject.networkView.viewID = characterViewID;

        // turn it into a PlayerInfo
        nvs.myInfo.cartGameObject      = cartGameObject;
        nvs.myInfo.cartModel           = "buggy_m";
        nvs.myInfo.cartViewIDTransform = cartViewIDTransform;
        nvs.myInfo.cartViewIDRigidbody = cartViewIDRigidbody;
        nvs.myInfo.ballGameObject      = ballGameObject;
        nvs.myInfo.ballModel           = "ball";
        nvs.myInfo.ballViewID          = ballViewID;
        nvs.myInfo.characterGameObject = characterGameObject;
        nvs.myInfo.characterModel      = "lil_patrick";
        nvs.myInfo.characterViewID     = characterViewID;
        nvs.myInfo.currentMode         = 0;     // set in buggy

        // get self
        nvs.myInfo.player = Network.player;

        // keep a copy
        myInfo = nvs.myInfo;

        // add myInfo to the player list
        nvs.players = new ArrayList();
        nvs.players.Add(myInfo);

        // ANY SERVER SIDE SCRIPTS GO HERE
        //********************************************
        // receives all players inputs and handles fiziks
        gameObject.AddComponent("controlServer");
        // chat
        gameObject.AddComponent("netChat");
        //pause
        gameObject.AddComponent("netPause");
        // set the camera in the audio script on the buggy - PUT THIS IN A SCRIPT SOMEONE
        CarAudio mca = myInfo.cartGameObject.GetComponent("CarAudio") as CarAudio;

        mca.followCamera = nvs.myCam;                                                                                 // replace tmpCam with our one - this messes up sound atm
        (nvs.myCam.gameObject.AddComponent("SmoothFollow") as SmoothFollow).target = myInfo.cartGameObject.transform; // add smooth follow script
        //********************************************
    }
Пример #16
0
 private void Start()
 {
     car      = GetComponent <Car>();
     carAudio = GetComponent <CarAudio>();
 }
Пример #17
0
 private void Awake()
 {
     transmission = GetComponent <Transmission>();
     vehicleInput = GetComponent <VehicleInput>();
     carAudio     = GetComponent <CarAudio>();
 }
Пример #18
0
        static void Main(string[] args)
        {
            var consoleOutput = new MobilePhoneApp.ConsoleOutput();

            List <MobilePhone> phones = new List <MobilePhone>();

            phones.Add(new SimCorpMobile(new Battery(3000, BatteryType.LiPo), new Simcard("Vodafone", FormFactor.Nano, NetworkType.LTE), consoleOutput));
            phones.Add(new Nokia3310(new Battery(1500, BatteryType.NiMg), new Simcard("LifeCell"), consoleOutput));

            List <IPlayback> playbackDevices = new List <IPlayback>();

            playbackDevices.Add(new IphoneOriginalHeadphones(consoleOutput));
            playbackDevices.Add(new UnofficialHeadset(consoleOutput));

            List <ICharge> chargingDevices = new List <ICharge>();

            chargingDevices.Add(new IphoneCharger(consoleOutput));
            chargingDevices.Add(new SmartCharger(consoleOutput));
            chargingDevices.Add(new UniversalChinaCharger(consoleOutput));

            var carAudioDevice = new CarAudio(consoleOutput); //This device has both interfaces

            playbackDevices.Add(carAudioDevice);
            chargingDevices.Add(carAudioDevice);

            //TODO: Move choice to separate method
            Console.WriteLine("Following phones are available :");
            int choice = 0;

            foreach (MobilePhone phone in phones)
            {
                Console.WriteLine("{0} - {1} \n", choice, phone.GetDescription());
                choice++;
            }
            choice = 0;
            do
            {
                Console.WriteLine("Please select phone you want to use :");
                string res = Console.ReadLine();
                int.TryParse(res, out choice);
            } while (phones.ElementAtOrDefault(choice) == null);
            var selectedPhone = phones.ElementAt(choice);


            Console.WriteLine("Following charging devices are available :");
            choice = 0;
            foreach (ICharge device in chargingDevices)
            {
                Console.WriteLine("{0} - {1}", choice, device.GetType());
                choice++;
            }
            choice = 0;
            do
            {
                Console.WriteLine("Please select device you want to use :");
                string res = Console.ReadLine();
                int.TryParse(res, out choice);
            } while (chargingDevices.ElementAtOrDefault(choice) == null);
            selectedPhone.ChargerComponent = chargingDevices.ElementAt(choice);

            Console.WriteLine("Following playback devices are available :");
            choice = 0;
            foreach (IPlayback device in playbackDevices)
            {
                Console.WriteLine("{0} - {1}", choice, device.GetType());
                choice++;
            }
            choice = 0;
            do
            {
                Console.WriteLine("Please select device you want to use :");
                string res = Console.ReadLine();
                int.TryParse(res, out choice);
            } while (playbackDevices.ElementAtOrDefault(choice) == null);
            selectedPhone.PlaybackComponent = playbackDevices.ElementAt(choice);
            selectedPhone.Play(new object());
            Console.ReadLine();
        }