//Starts the timer and sets the first checkpoint. public IEnumerator startRace() { m_CurCheckPoint = m_CheckPoints.transform.GetChild(0).gameObject; if (m_CountDownWanted) { m_TimeToStartRaceText.SetActive(true); StartCoroutine(m_TimeToStartRaceText.GetComponentInChildren <CountDown> ().countDown()); yield return(new WaitForSeconds(3)); } m_EnemiesLeftTimeManager.SetActive(true); EnemiesLeftTimeManager enemiesLeftTime = m_EnemiesLeftTimeManager.GetComponentInChildren <EnemiesLeftTimeManager> (); enemiesLeftTime.m_CarRaceManager = this; EnemiesLeftTimeManager.m_Timer = m_TimeToFinish + 1; EnemiesLeftTimeManager.m_TimeLeft = m_TimeToFinish; enemiesLeftTime.m_IsDriving = true; enemiesLeftTime.enabled = true; if (m_CountDownWanted) { yield return(new WaitForSeconds(1)); m_TimeToStartRaceText.SetActive(false); } }
//Sets the managers and the amount of enemies in the text. public void setUpReferences() { m_RoundTextAnim = m_RoundTextObject.GetComponentInChildren <Animator> (); m_RoundText = m_RoundTextObject.GetComponentInChildren <Text> (); EnemiesLeftTimeManager enemiesLeftTime = m_EnemiesLeftTimeManager.GetComponentInChildren <EnemiesLeftTimeManager> (); enemiesLeftTime.m_RoundManager = this; enemiesLeftTime.m_IsDriving = false; enemiesLeftTime.enabled = true; setManagers(); setEnemiesAmount(); }