void OnTriggerEnter()
    {
        // get the Track Controller
        GameObject    TrackController = GameObject.Find("TrackController");
        roadStructure rs = TrackController.GetComponent <roadStructure>();

        // get the Navigation Controller
        GameObject        navController = GameObject.Find("NavigationController");
        navigationManager nav           = navController.GetComponent <navigationManager>();

        roadController rc = TrackController.GetComponent <roadController>();

        // Shift the road generation to our alternate path.
        rc.setTrackSegment02(parentSegment);

        // Dump the current navigation and set it to start with our new path.
        nav.initializeDirections();
        foreach (GameObject trackSegment in trackSegments)
        {
            nav.queDirection(trackSegment.GetComponent <Direction>());
        }
        nav.displayNextDirection();

        // Generate the next set of track on the alt path.
        rc.GenerateTrack(rc.TrackLength);

        // Mark that we've reached this segment for the car reset functionality.
        passed = true;
        rs.setLastSegmentPassed(parentSegment);

        // We're done with this trigger...shut it off.
        gameObject.GetComponent <BoxCollider>().enabled = false;
    }
Пример #2
0
    void OnTriggerEnter()
    {
        // get the Track Controller
        GameObject    TrackController = GameObject.Find("TrackController");
        roadStructure rs = TrackController.GetComponent <roadStructure>();

        // get the Navigation Controller
        GameObject        navController = GameObject.Find("NavigationController");
        navigationManager nav           = navController.GetComponent <navigationManager>();

        if (midpoint)
        {
            //Debug.Log("CHECKPOINT");

            roadController rc = TrackController.GetComponent <roadController>();

            rc.GenerateTrack(rc.TrackLength);
        }

        passed = true;
        rs.setLastSegmentPassed(segmentTransform);
        nav.displayNextDirection();
        gameObject.GetComponent <BoxCollider>().enabled = false;
    }