Graphics Reference
In-Depth Information
weaponControl.EnableCurrentWeapon();
}
void MakeInvulnerable()
{
isInvulnerable=true;
shieldMesh.SetActive(true);
}
void MakeVulnerable()
{
isInvulnerable=false;
shieldMesh.SetActive(false);
}
public void PlayerFinishedBattle()
{
Debug.Log ("PlayerFinished() called!");
// disable this vehicle
isAIControlled= false;
canControl= false;
canFire= false;
// if we have an AI controller, let's take away its control
// now that the battle is over
if(AIController!=null)
AIController.canControl= false;
motor= 0;
steer= 0;
isFinished=true;
}
void Check_If_Car_Is_Flipped()
{
if((myTransform.localEulerAngles.z > 80 &&
myTransform.localEulerAngles.z < 280) ||
(myTransform.localEulerAngles.x > 80 &&
myTransform.localEulerAngles.x < 280)){
resetTimer += Time.deltaTime;
} else {
resetTimer = 0;
}
if(resetTimer > resetTime)
Respawn();
}
}
13.7.1 Script Breakdown
The CarController_TB.cs script is similar in format to the CarController_MVD.cs script
from Metal Vehicle Doom . There are several main differences between the two scripts:
1. The way that respawning is dealt with.
2. This version has a battle controller not a race controller.
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