timing finish line etc
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using UnityEditor;
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// using System.Collections;
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// using UnityEditor;
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[CustomEditor (typeof (RemoveComponentName))]
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public class RemoveComponentNameEditor : Editor {
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public override void OnInspectorGUI () {
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DrawDefaultInspector ();
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// [CustomEditor (typeof (RemoveComponentName))]
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RemoveComponentName rmc = (RemoveComponentName) target;
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// RemoveComponentName rmc = (RemoveComponentName) target;
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if (GUILayout.Button ("Remove ComponentName")) {
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rmc.RemoveComponents ();
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+709
-5749
File diff suppressed because it is too large.
Load diff
+18
-16
@@ -7,6 +7,7 @@ public class ShipControls : MonoBehaviour {
|
||||
|
||||
Vector3 m_initialPosition;
|
||||
Vector3 m_initialForce;
|
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Quaternion m_initialCamera;
|
||||
|
||||
Vector3 m_thrust;
|
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Vector3 m_strafe;
|
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@@ -17,17 +18,18 @@ public class ShipControls : MonoBehaviour {
|
||||
ForceMode m_forceMode;
|
||||
|
||||
// Camera Controls
|
||||
float m_mouseH = 1.0f;
|
||||
float m_mouseV = 1.0f;
|
||||
float m_camYaw = 0.0f;
|
||||
float m_camPitch = 0.0f;
|
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float m_mouseSenseY = 1.0f;
|
||||
float m_mouseSenseX = 1.0f;
|
||||
float m_camPitch;
|
||||
float m_camYaw;
|
||||
|
||||
void Start() {
|
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Cursor.lockState = CursorLockMode.Locked;
|
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m_rigidBody = GetComponent<Rigidbody>();
|
||||
|
||||
m_initialPosition = m_rigidBody.transform.position;
|
||||
m_initialForce = Vector3.zero;
|
||||
m_initialCamera = m_camera.transform.rotation;
|
||||
m_initialForce = Vector3.forward;
|
||||
|
||||
m_thrust = Vector3.zero;
|
||||
m_strafe = Vector3.zero;
|
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@@ -36,8 +38,10 @@ public class ShipControls : MonoBehaviour {
|
||||
m_strafeMag = 25.0f;
|
||||
m_stabliseMag = 75.0f;
|
||||
|
||||
m_camPitch = m_initialCamera.eulerAngles.x;
|
||||
m_camYaw = m_initialCamera.eulerAngles.y;
|
||||
|
||||
m_forceMode = ForceMode.Acceleration;
|
||||
// m_rigidBody.freezeRotation = true;
|
||||
}
|
||||
|
||||
void Update() {
|
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@@ -45,15 +49,12 @@ public class ShipControls : MonoBehaviour {
|
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m_thrust = getThrust();
|
||||
m_strafe = getStrafe();
|
||||
|
||||
// if (m_thrust != Vector3.zero)
|
||||
// Debug.Log(m_thrust);
|
||||
|
||||
// do everything else input related on every frame too
|
||||
processInput();
|
||||
}
|
||||
|
||||
void FixedUpdate() {
|
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// // the ship being propelled forward
|
||||
// the ship being propelled forward
|
||||
m_rigidBody.AddForce(m_thrust, m_forceMode);
|
||||
|
||||
// moving side to side
|
||||
@@ -120,20 +121,21 @@ public class ShipControls : MonoBehaviour {
|
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Application.Quit();
|
||||
}
|
||||
|
||||
void Respawn() {
|
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public void Respawn() {
|
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m_thrust = new Vector3(0.0f, 0.0f, 0.0f);
|
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transform.position = m_initialPosition;
|
||||
m_rigidBody.transform.forward = m_initialForce;
|
||||
m_rigidBody.velocity = new Vector3(0f, 0f, 0f);
|
||||
m_camera.transform.eulerAngles = Vector3.zero;
|
||||
m_rigidBody.angularVelocity = new Vector3(0f, 0f, 0f);
|
||||
m_camera.transform.rotation = m_initialCamera;
|
||||
|
||||
m_camYaw = 0f;
|
||||
m_camPitch = 0f;
|
||||
m_camPitch = m_initialCamera.eulerAngles.x;
|
||||
m_camYaw = m_initialCamera.eulerAngles.y;
|
||||
}
|
||||
|
||||
void updateCamera() {
|
||||
m_camYaw += m_mouseH * Input.GetAxis("Mouse X");
|
||||
m_camPitch -= m_mouseV * Input.GetAxis("Mouse Y");
|
||||
m_camPitch -= m_mouseSenseY * Input.GetAxis("Mouse Y");
|
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m_camYaw += m_mouseSenseX * Input.GetAxis("Mouse X");
|
||||
m_camera.transform.eulerAngles = new Vector3(m_camPitch, m_camYaw, 0.0f);
|
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}
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|
||||
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@@ -0,0 +1,48 @@
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using System;
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using System.Collections.Generic;
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|
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using UnityEngine;
|
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|
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public class StartFinishLine : MonoBehaviour {
|
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ShipControls ship;
|
||||
|
||||
// timing...
|
||||
|
||||
List<double> lapTimes;
|
||||
List<double> sectorTimes;
|
||||
double lapStart;
|
||||
|
||||
void Awake() {
|
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Debug.LogError("SpaceRace!");
|
||||
Debug.LogError("WSAD - Strafe");
|
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Debug.LogError("Mouse 1 - Thrust");
|
||||
Debug.LogError("Mouse 2 - Decelerate");
|
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Debug.LogError("Space - Respawn");
|
||||
Debug.LogError("F10 - Exit");
|
||||
|
||||
ship = GetComponent<ShipControls>();
|
||||
lapTimes = new List<double>();
|
||||
sectorTimes = new List<double>();
|
||||
}
|
||||
|
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void OnTriggerEnter(Collider other) {
|
||||
// our timer is not running
|
||||
// either because we haven't started racing yet
|
||||
// or we respawned
|
||||
if (lapStart == 0)
|
||||
return;
|
||||
|
||||
// we are completing a lap
|
||||
Debug.LogError("Lap Complete " + other.gameObject.name);
|
||||
double lapTime = Time.timeAsDouble - lapStart;
|
||||
lapTimes.Add(lapTime);
|
||||
|
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TimeSpan lapSpan = TimeSpan.FromSeconds(lapTime);
|
||||
Debug.LogError("Time " + lapSpan.ToString("c"));
|
||||
}
|
||||
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|
||||
Reference in new issue
Block a user