IEnumerator BPMPlayOfflineCoroutine() { CreateTrackCoroutineFinished = false; UnityEngine.UI.Text txtProgress = goTipCanvas.transform.Find("txtProgress").GetComponent <UnityEngine.UI.Text>(); txtProgress.text = "Excavating"; yield return(new WaitForEndOfFrame()); yield return(new WaitForEndOfFrame()); TerrainController.Instance.Init(); txtProgress.text = "Calculating Road"; yield return(new WaitForEndOfFrame()); Road.Instance.CreateGameObjects(); txtProgress.text = "Building Road"; yield return(new WaitForEndOfFrame()); Road.Instance.RenderRoad(); txtProgress.text = "Adding Scenery"; yield return(new WaitForEndOfFrame()); Scenery.Instance.PlaceObjects(); CreateTrackCoroutineFinished = true; BuildingPlayManager BPM = new BuildingPlayManager(this, SelectedGameID); BuildingPlayManager.Current = BPM; BPM.PlayOffline(); Destroy(goTipCanvas); yield return(0); }
public void AdjustTrack() { PlayerManager.Type = "BuilderPlayer"; foreach (iVehicleManager VM in DrivingPlayManager.Current.VehicleManagers) { VM.DestroyVehicle(); } DrivingPlayManager.Current.PlayerCarManager = null; DrivingPlayManager.Current.VehicleManagers.Clear(); DrivingPlayManager.Current.Dispose(); //also gets rid of Race current and RaceRecorder and Recrdng.Current DrivingPlayManager.Current = null; ShowMenuPanel(false); BuildingPlayManager BPM = new BuildingPlayManager(); BuildingPlayManager.Current = BPM; BuildingPlayManager.Current.PlayOffline(); foreach (PlaceableObject PO in Scenery.Instance.Objects) { PO.EnableClickColliders(); } }