private void ResetVehicle() { CarController carController = GetComponent <CarController>(); Rigidbody body = GetComponent <Rigidbody>(); TransformState historicalState = SampleHistoryState(); carController.ApplyAction(0f, 0f); transform.position = historicalState.position; transform.rotation = historicalState.rotation; body.velocity = Vector3.zero; body.angularVelocity = Vector3.zero; carController.ApplyAction(1f, 0f); }
private void ResetVehicle() { CarController carController = GetComponent <CarController>(); Rigidbody body = GetComponent <Rigidbody>(); TransformState historicalState = /*ResetFromLastCheckpoint();*/ SampleHistoryState(); Debug.Log("checkpointNumber " + checkpointsPassed); //historicalState.rotation *= Quaternion.Euler(Vector3.up * (-180)); carController.ApplyAction(0f, 0f); transform.position = historicalState.position; transform.rotation = historicalState.rotation; body.velocity = Vector3.zero; body.angularVelocity = Vector3.zero; carController.ApplyAction(1f, 0f); }
private void ApplyAction(int vertical, int horizontal) { carController.ApplyAction(vertical, horizontal); }