private void TearDownTrack() { BehaviorUtils.MakeVisible(GameObject.Find(RaceTrackName), false); foreach (string name in CarNames) { GameObject car = GameObject.Find(name); car.GetComponent <CarController>().Reset(); BehaviorUtils.MakeVisible(car, false); } }
private void RemoveCarFor(string participantId) { foreach (string name in CarNames) { GameObject obj = GameObject.Find(name); CarController cc = obj.GetComponent <CarController>(); if (participantId.Equals(cc.ParticipantId)) { BehaviorUtils.MakeVisible(obj, false); } } }
private void SetupTrack() { BehaviorUtils.MakeVisible(GameObject.Find(RaceTrackName), true); Debug.Log("About to get self"); Participant self = GetSelf(); Debug.Log("Self is " + self); Debug.Log("About to get a list of connected participants"); List <Participant> racers = GetRacers(); Debug.Log("Racers is " + racers + " with count of " + racers.Count); int i; for (i = 0; i < CarNames.Length; i++) { Debug.Log("Looking at i value of " + i); GameObject car = GameObject.Find(CarNames[i]); Debug.Log("Looking for car name " + CarNames[i]); Participant racer = i < racers.Count ? racers[i] : null; Debug.Log("Racer is " + racer); bool isSelf = racer != null && racer.ParticipantId.Equals(self.ParticipantId); if (racer != null) { Debug.Log("Racer is not null!"); BehaviorUtils.MakeVisible(car, true); CarController controller = car.GetComponent <CarController>(); controller.SetParticipantId(racer.ParticipantId); controller.SetBlinking(isSelf); } else { Debug.Log("Hiding racer"); BehaviorUtils.MakeVisible(car, false); } } }
private void MakeVisible(bool visible) { BehaviorUtils.MakeVisible(gameObject, visible); }
void Start() { BehaviorUtils.MakeVisible(gameObject, false); }