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propertyPath: m_Model value: @@ -3089,6 +3097,10 @@ PrefabInstance: propertyPath: isPlaying value: 1 objectReference: {fileID: 0} + - target: {fileID: 1738365250199652202, guid: 7a3d78e18ac1cd7458d86f15c7aedc7a, type: 3} + propertyPath: maxStepsPerCheckpoint + value: 2000 + objectReference: {fileID: 0} - target: {fileID: 1738365250199652202, guid: 7a3d78e18ac1cd7458d86f15c7aedc7a, type: 3} propertyPath: checkpoints.Array.data[0] value: @@ -3153,6 +3165,10 @@ PrefabInstance: propertyPath: checkpoints.Array.data[15] value: objectReference: {fileID: 802517270703114806} + - target: {fileID: 1738365250199652202, guid: 7a3d78e18ac1cd7458d86f15c7aedc7a, type: 3} + propertyPath: distanceBetweenCheckpoints + value: 12 + objectReference: {fileID: 0} - target: {fileID: 1890008845632489107, guid: 7a3d78e18ac1cd7458d86f15c7aedc7a, type: 3} propertyPath: m_Model value: @@ -3233,6 +3249,10 @@ PrefabInstance: propertyPath: isPlaying value: 1 objectReference: {fileID: 0} + - target: {fileID: 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@@ public class GameController :MonoBehaviour PlayerCar = cars[CurrentCarIndex]; cam.GetComponent().getCar(PlayerCar); - - - print(PlayerCar.name); } public static int LoopClamp (int value, int minValue, int maxValue) diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs index a4738f8..c012258 100644 --- a/Assets/Scripts/GameManager.cs +++ b/Assets/Scripts/GameManager.cs @@ -1,14 +1,17 @@ using System.Collections; using System.Collections.Generic; using System.Linq; +using UnityEditor.SearchService; using UnityEngine; +using UnityEngine.SceneManagement; public class GameManager : MonoBehaviour { public int lapAmount; public GameObject[] checkpoints; public GameObject[] players; - [HideInInspector] public string[] playersFinished; + [HideInInspector] public List playersFinished; + [HideInInspector] public List playerTimes; int[] playerLaps; void Start() @@ -25,11 +28,13 @@ public class GameManager : MonoBehaviour // Update is called once per frame void Update() { + print("playersfinished: " + playersFinished.Count()); + for (int i = 0; i < players.Count(); i++) { GameObject player = players[i]; - if (playersFinished.Contains(player.name)) + if (playersFinished.Contains(player.name) || playersFinished.Contains(player.name + " (player)")) continue; bool isAI = true; @@ -59,13 +64,27 @@ public class GameManager : MonoBehaviour if (playerLaps[i] > lapAmount) { - player.GetComponent().isKinematic = true; - playersFinished.Append(player.name); + if (isAI) + { + playersFinished.Add(player.name); + player.GetComponent().enabled = false; + } + else + playersFinished.Add(player.name + " (player)"); + player.GetComponent().enabled = false; - print("\nPlayers finished:"); - foreach (string pp in playersFinished) - print(pp); + float time = Random.Range(15f, 40f); + playerTimes.Add(time.ToString()); + } } + + + // race finished + if (playersFinished.Count() == players.Count()) + { + SceneManager.LoadScene("WinScreen"); + } + } }