示例#1
0
        /// <summary>
        /// We use this callback to instantiate player vehicle for the game scene.
        /// This instantiated object is then positionned on the track scene
        /// </summary>
        /// <param name="conn">Conn.</param>
        /// <param name="playerControllerId">Player controller identifier.</param>
        public override GameObject OnLobbyServerCreateGamePlayer(NetworkConnection conn, short playerControllerId)
        {
            GameObject vehicle = null;

            // we look for a reference to generic interface of the racing manager class
            RaceManager manager = FindObjectOfType <RaceManager>();

            // we get the associated lobby player object
            GameObject        newPlayer   = conn.playerControllers[playerControllerId].gameObject;
            OnlineLobbyPlayer lobbyplayer = newPlayer.GetComponent <OnlineLobbyPlayer>();

            // we determine the start position
            Vector3    startPosition = manager.StartPositions[_currentStartPosition];
            Quaternion startRotation = Quaternion.Euler(new Vector3(0, manager.StartAngleDegree, 0));

            // we increment start position for next player
            _currentStartPosition++;

            // we instantiate the player vehicle
            vehicle = (GameObject)Object.Instantiate(
                AvailableVehiclesPrefab[lobbyplayer.VehicleSelectedIndex],
                startPosition,
                startRotation
                );

            return(vehicle);
        }
        /// <summary>
        /// Initializes various references
        /// </summary>
        protected virtual void Awake()
        {
            // Init managers
            _collider    = GetComponent <Collider>();
            _raceManager = FindObjectOfType <RaceManager>();
            _rigidbody   = GetComponent <Rigidbody>();

            IsOnSpeedBoost = false;
        }
示例#3
0
        /// <summary>
        /// Initialization
        /// </summary>
        public virtual void Start()
        {
            _controller  = GetComponent <BaseController>();
            _raceManager = FindObjectOfType <RaceManager>();

            // we get the list of AI waypoint
            if (_raceManager.AIWaypoints != null)
            {
                _AIWaypoints = _raceManager.AIWaypoints.GetComponent <Waypoints>().items;
                // the AI will look for the first waypoint in the list
                _currentWaypoint = 0;
                _targetWaypoint  = _AIWaypoints[_currentWaypoint];
            }
        }
        /// <summary>
        /// Draws repositionable handles at every point in the path, for easier setup
        /// </summary>
        public void OnSceneGUI()
        {
            Handles.color = Color.green;
            RaceManager t = (target as RaceManager);

            if (t.Checkpoints != null)
            {
                for (int i = 0; i < t.Checkpoints.Length; i++)
                {
                    if (t.Checkpoints[i] != null)
                    {
                        // draws the path item number
                        GUIStyle style = new GUIStyle();
                        style.normal.textColor = Color.red;
                        Handles.Label(t.Checkpoints[i].transform.position + (Vector3.down * 0.4f) + (Vector3.right * 0.4f), "CP-" + i, style);
                    }
                }
            }

            for (int i = 0; i < t.StartPositions.Length; i++)
            {
                Vector3 oldPoint = t.StartPositions[i];

                Handles.color = Color.magenta;

                // we draw the start angle
                Handles.ConeCap(0, oldPoint, Quaternion.AngleAxis(t.StartAngleDegree, Vector3.up), 2f);

                Handles.color = Color.green;

                EditorGUI.BeginChangeCheck();

                // we draw the path item number
                GUIStyle style = new GUIStyle();
                style.normal.textColor = Color.gray;
                Handles.Label(t.StartPositions[i] + (Vector3.down * 0.4f) + (Vector3.right * 0.4f), "start-" + (i + 1), style);

                // we draw a movable handle
                Vector3 newPoint = Handles.PositionHandle(oldPoint, Quaternion.identity);

                // records changes
                if (EditorGUI.EndChangeCheck())
                {
                    Undo.RecordObject(target, "Start Position Move Handle");
                    t.StartPositions[i] = newPoint;
                }
            }
        }