Merge branch 'master' of git@ooftooft.net:Racesm.git
This commit is contained in:
@@ -73,9 +73,6 @@ public class GameController :MonoBehaviour
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PlayerCar = cars[CurrentCarIndex];
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cam.GetComponent<CameraControl>().getCar(PlayerCar);
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print(PlayerCar.name);
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}
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public static int LoopClamp (int value, int minValue, int maxValue)
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@@ -1,13 +1,17 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor.SearchService;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class GameManager : MonoBehaviour
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{
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public int lapAmount;
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public GameObject[] checkpoints;
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public GameObject[] players;
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[HideInInspector] public List<string> playersFinished;
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[HideInInspector] public List<string> playerTimes;
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int[] playerLaps;
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void Start()
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@@ -24,10 +28,15 @@ public class GameManager : MonoBehaviour
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// Update is called once per frame
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void Update()
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{
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print("playersfinished: " + playersFinished.Count());
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for (int i = 0; i < players.Count(); i++)
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{
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GameObject player = players[i];
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if (playersFinished.Contains(player.name) || playersFinished.Contains(player.name + " (player)"))
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continue;
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bool isAI = true;
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if (player.GetComponent<PlayerController>().enabled)
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isAI = false;
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@@ -55,9 +64,27 @@ public class GameManager : MonoBehaviour
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if (playerLaps[i] > lapAmount)
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{
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player.GetComponent<Rigidbody>().isKinematic = true;
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}
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if (isAI)
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{
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playersFinished.Add(player.name);
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player.GetComponent<AgentController>().enabled = false;
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}
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else
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playersFinished.Add(player.name + " (player)");
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player.GetComponent<PlayerController>().enabled = false;
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float time = Random.Range(15f, 40f);
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playerTimes.Add(time.ToString());
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}
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}
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// race finished
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if (playersFinished.Count() == players.Count())
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{
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SceneManager.LoadScene("WinScreen");
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}
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}
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}
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@@ -123,13 +123,13 @@ public class PlayerController : MonoBehaviour
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}
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private void Update() {
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// Transform currentCheckpoint = checkpoints[checkpointsCollected].transform;
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// float checkpintDistance = distanceToCheckpoint(currentCheckpoint);
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Transform currentCheckpoint = checkpoints[checkpointsCollected].transform;
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float checkpintDistance = distanceToCheckpoint(currentCheckpoint);
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// if (checkpintDistance < 0.1f)
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// {
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// checkpointsCollected += 1;
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// }
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if (checkpintDistance < 0.1f)
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{
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checkpointsCollected += 1;
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}
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}
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private void OnCollisionEnter(Collision other) {
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@@ -3,23 +3,26 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Unity.Mathematics;
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using UnityEngine.UI;
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using TMPro;
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public class MapSelectorScript : MonoBehaviour
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{
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public GameObject[] Maps;
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GameObject currentMap;
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quaternion currentRotation;
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public GameObject CameraRotator;
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public int scene;
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public string scene = "ForestRacetrack";
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public TextMeshProUGUI TellMap;
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void Start()
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{
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DisableAllMaps();
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SelectMap(0);
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DisableAllMaps();
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ChangeToTrack2();
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}
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private void FixedUpdate()
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{
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CameraRotator.transform.eulerAngles += Vector3.up * 0.7f;
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TellMap.text = "Selected map: \n" + scene;
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}
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void DisableAllMaps()
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@@ -33,20 +36,18 @@ public class MapSelectorScript : MonoBehaviour
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void SelectMap(int index)
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{
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DisableAllMaps();
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currentMap = Maps[index];
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currentMap.SetActive(true);
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Maps[index].SetActive(true);
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}
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public void ChangeToTrack2()
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{
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scene = 2;
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scene = "ForestRacetrack";
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SelectMap(0);
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}
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public void ChangeToTrack3()
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{
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scene = 3;
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scene = "CityRacetrack";
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SelectMap(1);
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}
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@@ -10,7 +10,6 @@ public class SkyboxLoader : MonoBehaviour
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void Awake()
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{
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skyboxToLoad = GameObject.Find("SkyboxManager").GetComponent<TimeOfDay>().skyboxMaterial;
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Debug.Log("Skybox: " + skyboxToLoad);
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if (skyboxToLoad == "Day")
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{
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RenderSettings.skybox = skyboxDay;
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@@ -6,26 +6,46 @@ using TMPro;
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public class TimeOfDay : MonoBehaviour
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{
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public string skyboxMaterial = "not selected";
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public GameObject DayLight;
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public GameObject NightLight;
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public string skyboxMaterial = "Night";
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public Material DaySkybox;
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public Material NightSkybox;
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public GameObject[] Lights;
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public static TimeOfDay Instance;
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public TextMeshProUGUI MainText;
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public TextMeshProUGUI TellTime;
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void DisableAllLights()
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{
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foreach (GameObject light in Lights)
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{
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light.SetActive(false);
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}
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}
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public void ChangeToDayTime()
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{
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NightLight.SetActive(false);
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RenderSettings.skybox = DaySkybox;
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DayLight.SetActive(true);
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skyboxMaterial = "Day";
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}
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public void ChangeToNightTime()
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{
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skyboxMaterial = "Night";
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DayLight.SetActive(false);
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RenderSettings.skybox = NightSkybox;
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NightLight.SetActive(true);
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skyboxMaterial = "Night"; ;
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}
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private void Awake()
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{
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Instance = this;
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DontDestroyOnLoad(gameObject);
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DisableAllLights();
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ChangeToNightTime();
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}
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private void Update()
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{
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MainText.text = "Selected time of day: \n" + skyboxMaterial;
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TellTime.text = "Selected time of day: \n" + skyboxMaterial;
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}
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}
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