void Update() { if (explosionAnimation.normPosition > 0.2f) { Destroy(this); //This assumes that the explosion is a sphere, so .x is the radius Collider [] cars = Physics.OverlapSphere(transform.position, explosionAnimation.startScale.x / 2f); foreach (Collider carCollider in cars) { CarScript car = carCollider.GetComponent <CarScript>(); if (car) { car.dead = true; car.rigidBod.constraints = RigidbodyConstraints.None; car.rigidBod.velocity += (car.transform.position - transform.position).normalized * pushPower; car.rigidBod.drag = 0f; car.rigidBod.angularDrag = 0f; car.rigidBod.useGravity = false; Collider[] carColliders = car.GetComponentsInChildren <Collider>(); foreach (Collider coll in carColliders) { Destroy(coll); } Destroy(car.gameObject, 3f); } } } }
// int TestNetCarNum = 0; public void CreatCar() { if (GlobalData.GetInstance().gameMode == GameMode.OnlineMode) { if (CarsNet.Length <= 0) { return; } int carid = Random.Range(0, CarsNet.Length); int playerID = int.Parse(Network.player.ToString()); GameObject newCar = (GameObject)Network.Instantiate(CarsNet[carid], transform.position, transform.rotation, playerID); CarNetCtrl carsc = (CarNetCtrl)newCar.GetComponent("CarNetCtrl"); carsc.initCarNetInfo(CarPath); } else { if (Cars.Length <= 0) { return; } int carid = Random.Range(0, Cars.Length); GameObject newCar = (GameObject)Instantiate(Cars[carid], transform.position, transform.rotation); CarScript carsc = (CarScript)newCar.GetComponent("CarScript"); carsc.CarPath = CarPath; carsc.isStart = true; } }
/// <summary> /// Vinde masina /// Ia banii si o face sa se duca in dreapta /// </summary> public void SellCar() { // Tin minte ca am vandut-o ca sa o mut in CarScript.cs CarScript carScript = GameObject.FindGameObjectWithTag("Car").GetComponent <CarScript>(); carScript.sold = true; }
void Start() { sc = GetComponent <SmoothCamera>(); cs = cars[PlayerPrefs.GetInt("c")].GetComponent <CarScript>(); cars[PlayerPrefs.GetInt("c")].SetActive(true); sc.target = cars[PlayerPrefs.GetInt("c")].transform; sc.sc = cars[PlayerPrefs.GetInt("c")].GetComponent <WheelJoint2D>(); }
void Start() { GameManager.Intialize(); instance = GetComponent <FriendlyCar>(); carScript = GetComponent <CarScript>(); personalDistanceDriven = 0f; previousPos = transform.position; }
void Start() { gamePlayer = FindObjectOfType <L3_PlayerC> (); car = FindObjectOfType <CarScript> (); saw = FindObjectOfType <SawScript> (); weight = FindObjectOfType <WeigihtScript> (); coinText.text = "Coins: " + coins3; }
private void Start() { scoreScript = FindObjectOfType <ScoreScript>(); moveScript = FindObjectOfType <MoveScript>(); spawnerScript = FindObjectOfType <SpawnerScript>(); infiniScoreScript = FindObjectOfType <InfiniScoreScript>(); carScript = FindObjectOfType <CarScript>(); }
protected void SetController(CarScript actor) { if (currentActor != null) { currentActor.EnableController = false; } CameraKit.SetTarget(actor); currentActor = actor; currentActor.EnableController = true; }
private void Start() { car = GetComponent <CarScript>(); GameObject[] allCars = GameObject.FindGameObjectsWithTag("Car"); foreach (GameObject car in allCars) { if (car != this.gameObject) { cars.Add(car.GetComponent <CarScript>()); } } mainTree = GetComponent <MainTreeScript>(); }
private void OnTriggerEnter(Collider other) { if (other.gameObject.CompareTag("Car")) { if (AIScript = other.gameObject.GetComponent <AIController>()) { //AIScript.currentPowerup = null; } if (CarScript = other.gameObject.GetComponent <CarController>()) { CarScript.GoFlying(); } } }
public void LaunchButt(GameObject targetCar) { location = targetCar.transform.position; transform.position = location; if (AIScript = targetCar.gameObject.GetComponent <AIController>()) { currentWaypoint = AIScript.GetCurrentWaypointInt(); AIScript.currentPowerup = null; } if (CarScript = targetCar.gameObject.GetComponent <CarController>()) { currentWaypoint = CarScript.GetCurrentWaypointInt(); CarScript.currentPowerup = null; } }
int CheckSurroundings() { int carsBeside = 0; int carsAhead = 0; Collider[] collisions = Physics.OverlapSphere(transform.position, 1); foreach (Collider collider in collisions) { if (collider.gameObject != this.gameObject) { CarScript colliderCar = collider.GetComponent <CarScript>(); if (colliderCar == null) { continue; } if (colliderCar.isInLeftLane && car.isInLeftLane && car.rightLaneSpeed > colliderCar.rightLaneSpeed) { carsAhead++; } if (colliderCar.isInLeftLane && !car.isInLeftLane) { carsBeside++; } if (!colliderCar.isInLeftLane && car.isInLeftLane) { carsBeside++; } } } if (carsBeside > 0 && carsAhead > 0) { return(3); } if (carsBeside > 0 && carsAhead == 0) { return(2); } if (carsBeside == 0 && carsAhead > 0) { return(1); } else { return(0); } }
private void resetGame() { GameObject[] cars = GameObject.FindGameObjectsWithTag("Player"); foreach (var car in cars) { Destroy(car); } var obj = Instantiate(carTemplate); car = obj.GetComponent <CarScript> (); car.transform.position = GameObject.FindGameObjectWithTag("Respawn").transform.position; car.CollidedWithWall += () => { SetCrash(); }; }
public void GameOver(string desc) { if (!gameOver) { GAMEOVERBG.enabled = true; GAMEOVERTEXT.enabled = true; DESCBG.enabled = true; DESCTEXT.enabled = true; BUTTONBG.enabled = true; SCOREBG.enabled = true; SCORE.enabled = true; DESCTEXT.text = desc; if (score == 0) { SCORE.text = "How did you fail to complete any objectives?!"; } else if (score < 5) { SCORE.text = "At least you completed " + score + " objectives."; } else if (score < 10) { SCORE.text = "But, you completed " + score + " objectives!"; } else if (score < 20) { SCORE.text = "Regardless, completing " + score + " objectives is impressive!"; } else { SCORE.text = "" + score + " objectives? SUCH OBJECTIVE, SO WOW!"; for (int i = 0; i < 50; i++) { GameObject go = (GameObject)Instantiate(DOGE); go.transform.position = new Vector3(r.Next(-10, 10), r.Next(-10, 10), 0); go.transform.Rotate(new Vector3(0, 0, r.Next(360))); doges.Add(go); } } DIRT.color = new Color(1, 1, 1); FUEL.color = new Color(1, 1, 1); HEALTH.color = new Color(1, 1, 1); TOP.color = new Color(1, 1, 1); NEXT.color = new Color(1, 1, 1); AFTER.color = new Color(1, 1, 1); TIME.color = new Color(1, 1, 1); OBJECTIVE.color = new Color(1, 1, 1); CarScript cs = (CarScript)PLAYER.GetComponent("CarScript"); cs.GameOver(); gameOver = true; } }
// Use this for initialization void Start() { //get the car script component car = GetComponent <CarScript>(); //get line script component line = GameObject.FindGameObjectWithTag("Line").GetComponent <LineScript>(); //get the max velocity of the car maxCarVel = car.GetMaxVelocity(); //get the steering(acceleration) scale of the car steeringValue = car.GetSteeringScale(); //find the input and text objects in the scene and set them as variables here carPositionInputField = GameObject.FindGameObjectWithTag("FuzzyCarPositionInputField"); linePositionInputField = GameObject.FindGameObjectWithTag("FuzzyLinePositionInputField"); velocityInputField = GameObject.FindGameObjectWithTag("FuzzyVelocityInputField"); steeringText = GameObject.FindGameObjectWithTag("FuzzySteeringText").GetComponent <Text>(); }
// Use this for initialization void Start() { //get the car script component from the car car = GetComponent <CarScript>(); //get the line script component from the line line = GameObject.FindGameObjectWithTag("Line").GetComponent <LineScript>(); //get max velocity from the car script maxCarVel = car.GetMaxVelocity(); //get the steering scale(acceleration) from the car script steeringValue = car.GetSteeringScale(); //find the input field and text objects that we want to change in the scene and set the mas variables carPositionInputField = GameObject.FindGameObjectWithTag("RuleBasedCarPositionInputField"); linePositionInputField = GameObject.FindGameObjectWithTag("RuleBasedLinePositionInputField"); velocityInputField = GameObject.FindGameObjectWithTag("RuleBasedVelocityInputField"); steeringText = GameObject.FindGameObjectWithTag("RuleBasedSteeringText").GetComponent <Text>(); //set specific values for the rules to use //distance variable FarLeftDist = -1.5f; LeftDist = -0.025f; RightDist = 0.025f; FarRightDist = 1.5f; //velocity variable FastLeftVel = -0.75f * maxCarVel; LeftVel = -0.25f * maxCarVel; RightVel = 0.25f * maxCarVel; FastRightVel = 0.75f * maxCarVel; //steering output variables SteerHardLeft = -0.75f * steeringValue; SteerLeft = -0.5f * steeringValue; SteerRight = 0.5f * steeringValue; SteerHardRight = 0.75f * steeringValue; }
private void Start() { car = GetComponent <CarScript>(); mainTree = GetComponent <MainTreeScript>(); }
// Use this for initialization void Start() { carScript = GetComponent <CarScript> (); }
void Start() { carScript = FindObjectOfType <CarScript>(); }
public void SetTarget(CarScript actor) { transform.position = actor.transform.position; transform.rotation = actor.transform.rotation; transform.parent = actor.transform; }
private void Awake() { carScript = GetComponent <CarScript>(); }
void Awake() { carScript = GetComponent <CarScript>(); carController = GetComponent <CarController>(); }
void OnCollisionEnter2D(Collision2D col) { CarScript.IncreaseSpeed(); // on collision enter with star car gets nitro }
// Use this for initialization void Start () { carScript = GetComponent<CarScript> (); }
void Awake() { carScript = GetComponent <CarScript>(); carController = GetComponent <CarController>(); GenerateNewRandomLocation(); }
private void Start() { car = GetComponent <CarScript>(); }
void Start() { car = gameObject.GetComponent <CarScript>(); mainCamera = Camera.main; }
public void CreateNextObstacle(float prevY) { GameObject newObstacle; int obsType = 1; if (SelectedLevelScript.selectedLevel == 1) { obsType = obstTypeLvl1[obstacleIndex]; } else if (SelectedLevelScript.selectedLevel == 2) { obsType = obstTypeLvl2[obstacleIndex]; } else if (SelectedLevelScript.selectedLevel == 3) { obsType = obstTypeLvl3[obstacleIndex]; } else if (SelectedLevelScript.selectedLevel == 4) { obsType = obstTypeLvl4[obstacleIndex]; }else if (SelectedLevelScript.selectedLevel == 5) { obsType = obstTypeLvl5[obstacleIndex]; } // Create correct type of obstacle if(obsType == 0) newObstacle = (GameObject) GameObject.Instantiate(Resources.Load("Obstacle_green", typeof(GameObject))); else newObstacle = (GameObject) GameObject.Instantiate(Resources.Load("Obstacle_red", typeof(GameObject))); // Set id ObstacleScript obsScript = (ObstacleScript) newObstacle.GetComponent(typeof(ObstacleScript)); if (obsScript) { obsScript.id = obstacleCount; } //calculate position float obsDist = 0; float obsAmount = 0; int obsSide = 0; float freeSpace = 0; if (SelectedLevelScript.selectedLevel == 1) { obsDist = obstDistanceLvl1[obstacleIndex]; obsAmount = obstAmountLvl1[obstacleIndex]; obsSide = obstSideLvl1[obstacleIndex]; freeSpace = (0.1f+0.6f*(obsAmount / 100)) * BackgroundScript.stage_bounds.size.x; } else if (SelectedLevelScript.selectedLevel == 2) { obsDist = obstDistanceLvl2[obstacleIndex]; obsAmount = obstAmountLvl2[obstacleIndex]; obsSide = obstSideLvl2[obstacleIndex]; freeSpace = (0.1f + 0.5f * (obsAmount / 100)) * BackgroundScript.stage_bounds.size.x; } else if (SelectedLevelScript.selectedLevel == 3) { obsDist = obstDistanceLvl3[obstacleIndex]; obsAmount = obstAmountLvl3[obstacleIndex]; obsSide = obstSideLvl3[obstacleIndex]; freeSpace = (0.1f + 0.45f * (obsAmount / 100)) * BackgroundScript.stage_bounds.size.x; } else if (SelectedLevelScript.selectedLevel == 4) { obsDist = obstDistanceLvl4[obstacleIndex]; obsAmount = obstAmountLvl4[obstacleIndex]; obsSide = obstSideLvl4[obstacleIndex]; freeSpace = (0.1f + 0.45f * (obsAmount / 100)) * BackgroundScript.stage_bounds.size.x; } else if (SelectedLevelScript.selectedLevel == 5) { obsDist = obstDistanceLvl5[obstacleIndex]; obsAmount = obstAmountLvl5[obstacleIndex]; obsSide = obstSideLvl5[obstacleIndex]; freeSpace = (0.1f + 0.40f * (obsAmount / 100)) * BackgroundScript.stage_bounds.size.x; } if (SelectedLevelScript.selectedLevel == 1 && iteration < 1 && obstacleIndex < 40) { if (freeSpace < 4.5f) freeSpace = 4.5f; } else if (iteration > 3) { if (freeSpace < 3f) freeSpace = 3f; } else { if (freeSpace < 4f) freeSpace = 4f; } float max_speed = CarScript.getMaxSpeed(); if (SelectedLevelScript.selectedLevel == 1) { max_speed = 250 + CarScript.score / 2.0f; if (max_speed > 400) max_speed = 400; } else if (SelectedLevelScript.selectedLevel == 2) { max_speed = 300 + CarScript.score / 2.0f; if (max_speed > 450) max_speed = 450; } else if (SelectedLevelScript.selectedLevel == 3) { max_speed = 360 + CarScript.score / 2.0f; if (max_speed > 500) max_speed = 500; } else if (SelectedLevelScript.selectedLevel == 4) { max_speed = 420 + CarScript.score; if (max_speed > 600) max_speed = 600; } else if (SelectedLevelScript.selectedLevel == 5) { max_speed = 510 + CarScript.score; if (max_speed > 700) max_speed = 700; } CarScript.setMaxSpeed (max_speed); float x_pos; if (obsSide == 0) { x_pos = BackgroundScript.stage_bounds.max.x - freeSpace - newObstacle.collider2D.bounds.size.x/2; } else { x_pos = BackgroundScript.stage_bounds.min.x+freeSpace+newObstacle.collider2D.bounds.size.x/2; } float y_space = obsDist / 12f; if (y_space < 4.5f) y_space = 4.5f; float y_pos = prevY+y_space; if (obstacleIndex == 0) y_pos += 4; newObstacle.transform.position = new Vector3(x_pos,y_pos,0); obstacleIndex++; obstacleCount++; if (obstacleIndex > 99) { obstacleIndex = 0; iteration++; } }
private void Start() { scoreScript = FindObjectOfType <ScoreScript>(); moveScript = FindObjectOfType <MoveScript>(); carScript = FindObjectOfType <CarScript>(); }
private void Start() { carScript = FindObjectOfType <CarScript>(); infiniScoreScript = FindObjectOfType <InfiniScoreScript>(); }
// Start is called before the first frame update void Start() { _car = GetComponent <CarScript>(); _car.RegisterController(this); }