示例#1
0
    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);
    }
示例#2
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();
        }
    }