Reset() public method

public Reset ( ) : void
return void
示例#1
0
    // Start is called before the first frame update
    void Start()
    {
        Leaderboard l = new Leaderboard();

        l.AddScore(1, 73);
        l.AddScore(2, 56);
        l.AddScore(3, 39);
        l.AddScore(4, 51);
        l.AddScore(5, 4);
        l.Top(1);
        l.Reset(1);
        l.Reset(2);
        l.AddScore(2, 51);
        l.Top(3);
    }
示例#2
0
 public async Task Reset(string Token, string Studio, string NameLeaderboard)
 {
     if (await LeaderboardModel.Reset(Token, Studio, NameLeaderboard))
     {
         Response.StatusCode = Ok().StatusCode;
     }
     else
     {
         Response.StatusCode = BadRequest().StatusCode;
     }
 }
示例#3
0
 void Start()
 {
     Leaderboard.Reset();
 }
示例#4
0
    // Start is called before the first frame update
    void Start()
    {
        racing = false;

        Leaderboard.Reset();

        foreach (GameObject pic in countDownItems)
        {
            pic.SetActive(false);
        }

        gameOverPanel.SetActive(false);
        gameOverAS.Stop();

        startRace.SetActive(false);
        waitingText.SetActive(false);

        playerCar = PlayerPrefs.GetInt("PlayerCar");
        int        randomStartPos = Random.Range(0, spawnPoints.Length);
        Vector3    startPos       = spawnPoints[randomStartPos].position;
        Quaternion startRot       = spawnPoints[randomStartPos].rotation;
        GameObject pCar           = null;

        if (PhotonNetwork.IsConnected)
        {
            startPos = spawnPoints[PhotonNetwork.LocalPlayer.ActorNumber - 1].position;
            startRot = spawnPoints[PhotonNetwork.LocalPlayer.ActorNumber - 1].rotation;

            if (NetworkedPlayer.LocalPlayerInstance == null)
            {
                pCar = PhotonNetwork.Instantiate(carPrefabs[playerCar].name, startPos, startRot, 0);
            }

            if (PhotonNetwork.IsMasterClient)
            {
                startRace.SetActive(true);
                totalLaps = 1;
            }
            else
            {
                waitingText.SetActive(true);
                totalLaps = 1;
            }
        }
        else
        {
            pCar = Instantiate(carPrefabs[playerCar]);
            pCar.transform.position = startPos;
            pCar.transform.rotation = startRot;

            foreach (Transform t in spawnPoints)
            {
                if (t == spawnPoints[randomStartPos])
                {
                    continue;
                }
                GameObject car = Instantiate(carPrefabs[Random.Range(0, carPrefabs.Length)]);
                car.transform.position = t.position;
                car.transform.rotation = t.rotation;
            }
            StartGame();
        }

        SmoothFollow.playerCar = pCar.gameObject.GetComponent <Drive>().rb.gameObject.transform;
        pCar.GetComponent <AIController>().enabled     = false;
        pCar.GetComponent <Drive>().enabled            = true;
        pCar.GetComponent <PlayerController>().enabled = true;
    }