public override void OnInspectorGUI() { base.OnInspectorGUI(); RoadwayTrafficBeepBeep b = (RoadwayTrafficBeepBeep)target; GUILayout.Label("CARS BY FREQUENCY: ", EditorStyles.boldLabel); if (b.CarsByFrequency.Count > 0 && b.CarsByFrequency != null) { foreach (var i in b.CarsByFrequency) { GUILayout.Label(i.Key * 10 + "%: "); string disp = ""; foreach (var h in i.Value) { disp += h.CarID + " "; } GUILayout.Label(disp); } } if (RoadwayTrafficBeepBeep.CarsToSpawn != null && RoadwayTrafficBeepBeep.CarsToSpawn.Count > 0) { GUILayout.BeginHorizontal(); foreach (var c in RoadwayTrafficBeepBeep.CarsToSpawn) { GUILayout.Label(c.CarID + " "); } GUILayout.EndArea(); } }
private void Start() { if (beepBeep == null) { beepBeep = this; } else { Destroy(beepBeep); } LeftLaneTraffic = new TrafficSpawner(LeftLane.transform.GetChild(0).gameObject, LeftLane.transform.GetChild(1).gameObject); RightLaneTraffic = new TrafficSpawner(RightLane.transform.GetChild(0).gameObject, RightLane.transform.GetChild(1).gameObject); CarsSortedByFrequency = new List <CarInfo>(Resources.LoadAll <CarInfo>("CarInformation")); CarsSortedByFrequency.Sort(Compare); CarsToSpawn = new Queue <CarInfo>(); CarsByFrequency = CarTypeToFrequencyLookup(CarsSortedByFrequency); StartCoroutine(MaintainCarQueue()); }