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{
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|
||||
public GameObject[] players;
|
||||
[HideInInspector] public List<string> playersFinished;
|
||||
[HideInInspector] public List<string> playerTimes;
|
||||
|
||||
int[] playerLaps;
|
||||
void Start()
|
||||
@@ -24,10 +28,15 @@ 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) || playersFinished.Contains(player.name + " (player)"))
|
||||
continue;
|
||||
|
||||
bool isAI = true;
|
||||
if (player.GetComponent<PlayerController>().enabled)
|
||||
isAI = false;
|
||||
@@ -55,9 +64,27 @@ public class GameManager : MonoBehaviour
|
||||
|
||||
if (playerLaps[i] > lapAmount)
|
||||
{
|
||||
player.GetComponent<Rigidbody>().isKinematic = true;
|
||||
}
|
||||
if (isAI)
|
||||
{
|
||||
playersFinished.Add(player.name);
|
||||
player.GetComponent<AgentController>().enabled = false;
|
||||
}
|
||||
else
|
||||
playersFinished.Add(player.name + " (player)");
|
||||
player.GetComponent<PlayerController>().enabled = false;
|
||||
|
||||
float time = Random.Range(15f, 40f);
|
||||
playerTimes.Add(time.ToString());
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// race finished
|
||||
if (playersFinished.Count() == players.Count())
|
||||
{
|
||||
SceneManager.LoadScene("WinScreen");
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -123,13 +123,13 @@ public class PlayerController : MonoBehaviour
|
||||
}
|
||||
|
||||
private void Update() {
|
||||
// Transform currentCheckpoint = checkpoints[checkpointsCollected].transform;
|
||||
// float checkpintDistance = distanceToCheckpoint(currentCheckpoint);
|
||||
Transform currentCheckpoint = checkpoints[checkpointsCollected].transform;
|
||||
float checkpintDistance = distanceToCheckpoint(currentCheckpoint);
|
||||
|
||||
// if (checkpintDistance < 0.1f)
|
||||
// {
|
||||
// checkpointsCollected += 1;
|
||||
// }
|
||||
if (checkpintDistance < 0.1f)
|
||||
{
|
||||
checkpointsCollected += 1;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnCollisionEnter(Collision other) {
|
||||
|
||||
@@ -3,23 +3,26 @@ using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
|
||||
public class MapSelectorScript : MonoBehaviour
|
||||
{
|
||||
public GameObject[] Maps;
|
||||
GameObject currentMap;
|
||||
quaternion currentRotation;
|
||||
public GameObject CameraRotator;
|
||||
public int scene;
|
||||
public string scene = "ForestRacetrack";
|
||||
public TextMeshProUGUI TellMap;
|
||||
|
||||
void Start()
|
||||
{
|
||||
DisableAllMaps();
|
||||
SelectMap(0);
|
||||
DisableAllMaps();
|
||||
ChangeToTrack2();
|
||||
}
|
||||
private void FixedUpdate()
|
||||
{
|
||||
CameraRotator.transform.eulerAngles += Vector3.up * 0.7f;
|
||||
TellMap.text = "Selected map: \n" + scene;
|
||||
}
|
||||
|
||||
void DisableAllMaps()
|
||||
@@ -33,20 +36,18 @@ public class MapSelectorScript : MonoBehaviour
|
||||
void SelectMap(int index)
|
||||
{
|
||||
DisableAllMaps();
|
||||
|
||||
currentMap = Maps[index];
|
||||
currentMap.SetActive(true);
|
||||
Maps[index].SetActive(true);
|
||||
}
|
||||
|
||||
public void ChangeToTrack2()
|
||||
{
|
||||
scene = 2;
|
||||
scene = "ForestRacetrack";
|
||||
SelectMap(0);
|
||||
}
|
||||
|
||||
public void ChangeToTrack3()
|
||||
{
|
||||
scene = 3;
|
||||
scene = "CityRacetrack";
|
||||
SelectMap(1);
|
||||
}
|
||||
|
||||
|
||||
@@ -10,7 +10,6 @@ public class SkyboxLoader : MonoBehaviour
|
||||
void Awake()
|
||||
{
|
||||
skyboxToLoad = GameObject.Find("SkyboxManager").GetComponent<TimeOfDay>().skyboxMaterial;
|
||||
Debug.Log("Skybox: " + skyboxToLoad);
|
||||
if (skyboxToLoad == "Day")
|
||||
{
|
||||
RenderSettings.skybox = skyboxDay;
|
||||
|
||||
@@ -6,26 +6,46 @@ using TMPro;
|
||||
|
||||
public class TimeOfDay : MonoBehaviour
|
||||
{
|
||||
public string skyboxMaterial = "not selected";
|
||||
public GameObject DayLight;
|
||||
public GameObject NightLight;
|
||||
public string skyboxMaterial = "Night";
|
||||
public Material DaySkybox;
|
||||
public Material NightSkybox;
|
||||
public GameObject[] Lights;
|
||||
|
||||
public static TimeOfDay Instance;
|
||||
public TextMeshProUGUI MainText;
|
||||
public TextMeshProUGUI TellTime;
|
||||
void DisableAllLights()
|
||||
{
|
||||
foreach (GameObject light in Lights)
|
||||
{
|
||||
light.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
public void ChangeToDayTime()
|
||||
{
|
||||
NightLight.SetActive(false);
|
||||
RenderSettings.skybox = DaySkybox;
|
||||
DayLight.SetActive(true);
|
||||
skyboxMaterial = "Day";
|
||||
}
|
||||
public void ChangeToNightTime()
|
||||
{
|
||||
skyboxMaterial = "Night";
|
||||
DayLight.SetActive(false);
|
||||
RenderSettings.skybox = NightSkybox;
|
||||
NightLight.SetActive(true);
|
||||
skyboxMaterial = "Night"; ;
|
||||
}
|
||||
private void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
DontDestroyOnLoad(gameObject);
|
||||
DisableAllLights();
|
||||
ChangeToNightTime();
|
||||
}
|
||||
private void Update()
|
||||
{
|
||||
MainText.text = "Selected time of day: \n" + skyboxMaterial;
|
||||
TellTime.text = "Selected time of day: \n" + skyboxMaterial;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user