/// <summary> /// Sets up values related to the track and road /// </summary> private void SetupRoadValues() { raceTrackDict = new Dictionary <string, RaceTrack>(); foreach (RaceTrack track in tracks) { raceTrackDict.Add(track.Name, track); } for (int i = 0; i < tracks.Length; i++) { tracks[i].CheckMaxRoadTypes(); tracks[i].CheckForStartAndEnd(); } trackPlaying = raceTrackDict[InRoomManager.Instance.NameOfTrackChoosen]; roadOn = roads[2]; roadOn.SetupRoad(trackPlaying.RoadTypes, trackIndexOn); roads[1].SetupRoad(trackPlaying.RoadTypes, trackIndexOn + 1); roads[0].SetupRoad(trackPlaying.RoadTypes, trackIndexOn + 2); roadLength = roadOn.MainBounds.size.y; }
private void Testing() { raceTrackDict = new Dictionary <string, RaceTrack>(); foreach (RaceTrack track in tracks) { raceTrackDict.Add(track.Name, track); } for (int i = 0; i < tracks.Length; i++) { tracks[i].CheckMaxRoadTypes(); tracks[i].CheckForStartAndEnd(); } GameObject.Find("Car").GetComponent <Racer>().OnRoadBoundInteraction += DoRoadShift; trackPlaying = raceTrackDict["Default"]; //set other roads their type based on next road types to come roadOn = roads[2]; roadOn.SetupRoad(trackPlaying.RoadTypes, trackIndexOn); roads[1].SetupRoad(trackPlaying.RoadTypes, 1); roads[0].SetupRoad(trackPlaying.RoadTypes, 2); roadLength = roadOn.MainBounds.size.y; }