Game Development Reference
In-Depth Information
The response_ShowRaceResultsPopup class will use the GameMan-
ager reference, and based on the data condition and result, it will enable
either passPopup or retryPopup .
32. Edit response_ShowRaceResultsPopup so that its base is npcRe-
sponse .
33. Drag-and-drop the listData component from LevelLogicObj to the data
field of this script.
34. Drag-and-drop the GameMgr script from the GameObject to the Gm field
of this script. Recall that this GameObject lives as a child of the _global
GameObject.
35. Drag-and-drop the player1 reference from beneath _global to the player
reference in this response script.
36. Drag-and-drop the popup_Level2Finish pop up from beneath MainCamera
(which is beneath _global ) to the pass reference field of this script.
37. Drag-and-drop the popup_Level2Repeat pop up from beneath MainCam-
era to the fail reference field of this script. At this point your component
should look somewhat like the following screenshot:
38. Inside this script, the dispatch() method does the brunt of the work. We
compute if the player is first by checking if the player reference is equal to
the first cell in the listData component's list array, as shown in the follow-
ing code snippet:
bool playerIsFirst = (data as
listData)._listData[0] == player;
39. If the player is first, and we can locate the missionMgr script from the game,
we point the camera looking up (to make sure the pop up is shown with a
nice effect) as shown in the following code snippet:
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