Add UI for position and lap count
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Assets/Prefabs/PlayerUI.prefab
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683
Assets/Prefabs/PlayerUI.prefab
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- target: {fileID: 7330093094718640193, guid: 9be12878023dc5049b42483815386e6c, type: 3}
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||||||
|
propertyPath: m_hasFontAssetChanged
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||||||
|
value: 0
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objectReference: {fileID: 0}
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|
m_RemovedComponents: []
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|
m_RemovedGameObjects: []
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||||||
|
m_AddedGameObjects: []
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||||||
|
m_AddedComponents: []
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||||||
|
m_SourcePrefab: {fileID: 100100000, guid: 9be12878023dc5049b42483815386e6c, type: 3}
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--- !u!1001 &6388558628322318749
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--- !u!1001 &6388558628322318749
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||||||
PrefabInstance:
|
PrefabInstance:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
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||||||
@ -6780,6 +6552,17 @@ PrefabInstance:
|
|||||||
m_AddedGameObjects: []
|
m_AddedGameObjects: []
|
||||||
m_AddedComponents: []
|
m_AddedComponents: []
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||||||
m_SourcePrefab: {fileID: 100100000, guid: dd7b06eb9076d6c429cee20c704cae64, type: 3}
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m_SourcePrefab: {fileID: 100100000, guid: dd7b06eb9076d6c429cee20c704cae64, type: 3}
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|
--- !u!114 &6388558628322318750 stripped
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||||||
|
MonoBehaviour:
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|
m_CorrespondingSourceObject: {fileID: 7105996084223619230, guid: dd7b06eb9076d6c429cee20c704cae64, type: 3}
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m_PrefabInstance: {fileID: 6388558628322318749}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1703462595}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 80f1410edd2d20447b553914aa3c9c7f, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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--- !u!1001 &6682387771288872990
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--- !u!1001 &6682387771288872990
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PrefabInstance:
|
PrefabInstance:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
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@ -6836,6 +6619,22 @@ PrefabInstance:
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|||||||
propertyPath: finishLine
|
propertyPath: finishLine
|
||||||
value:
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value:
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objectReference: {fileID: 1535149051}
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objectReference: {fileID: 1535149051}
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- target: {fileID: 8956791611276861029, guid: 3d3c243c1b15b8d47b49111dee600ae6, type: 3}
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|
propertyPath: lapsLeftText
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||||||
|
value:
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objectReference: {fileID: 297206498}
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- target: {fileID: 8956791611276861029, guid: 3d3c243c1b15b8d47b49111dee600ae6, type: 3}
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||||||
|
propertyPath: playerVehicle
|
||||||
|
value:
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||||||
|
objectReference: {fileID: 1703462595}
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||||||
|
- target: {fileID: 8956791611276861029, guid: 3d3c243c1b15b8d47b49111dee600ae6, type: 3}
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|
propertyPath: playerProgress
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||||||
|
value:
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objectReference: {fileID: 6388558628322318750}
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- target: {fileID: 8956791611276861029, guid: 3d3c243c1b15b8d47b49111dee600ae6, type: 3}
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propertyPath: playerPositionText
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||||||
|
value:
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objectReference: {fileID: 149090130}
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- target: {fileID: 8956791611276861029, guid: 3d3c243c1b15b8d47b49111dee600ae6, type: 3}
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- target: {fileID: 8956791611276861029, guid: 3d3c243c1b15b8d47b49111dee600ae6, type: 3}
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||||||
propertyPath: numberOfCheckpoints
|
propertyPath: numberOfCheckpoints
|
||||||
value: 52
|
value: 52
|
||||||
@ -6853,7 +6652,7 @@ SceneRoots:
|
|||||||
- {fileID: 1746292610}
|
- {fileID: 1746292610}
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||||||
- {fileID: 6388558628322318749}
|
- {fileID: 6388558628322318749}
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- {fileID: 575325056}
|
- {fileID: 575325056}
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- {fileID: 996843409}
|
- {fileID: 3049190655597787396}
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||||||
- {fileID: 2141142287}
|
- {fileID: 2141142287}
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- {fileID: 2140683070}
|
- {fileID: 2140683070}
|
||||||
- {fileID: 860760551}
|
- {fileID: 860760551}
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class AIHovercarController : MonoBehaviour
|
public class AIHovercarController : BaseHovercarController
|
||||||
{
|
{
|
||||||
[Header("Hover Settings")]
|
[Header("Hover Settings")]
|
||||||
public float hoverHeight = 3.0f;
|
public float hoverHeight = 3.0f;
|
||||||
@ -15,8 +15,6 @@ public class AIHovercarController : MonoBehaviour
|
|||||||
public float rotationSpeed = 100.0f;
|
public float rotationSpeed = 100.0f;
|
||||||
|
|
||||||
[Header("Checkpoint Navigation")]
|
[Header("Checkpoint Navigation")]
|
||||||
[Tooltip("Ordered list of checkpoints for the AI to follow.")]
|
|
||||||
public Transform[] checkpoints;
|
|
||||||
[Tooltip("Distance from a checkpoint at which the AI switches to the next one.")]
|
[Tooltip("Distance from a checkpoint at which the AI switches to the next one.")]
|
||||||
public float checkpointThreshold = 5.0f;
|
public float checkpointThreshold = 5.0f;
|
||||||
private int currentCheckpointIndex = 0;
|
private int currentCheckpointIndex = 0;
|
||||||
|
8
Assets/Scripts/Kart/BaseHovercarController.cs
Normal file
8
Assets/Scripts/Kart/BaseHovercarController.cs
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class BaseHovercarController : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
[Tooltip("Ordered list of checkpoints for the AI to follow.")]
|
||||||
|
public Transform[] checkpoints;
|
||||||
|
}
|
2
Assets/Scripts/Kart/BaseHovercarController.cs.meta
Normal file
2
Assets/Scripts/Kart/BaseHovercarController.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 04ca3f236c4b2104592b684143a3c461
|
@ -1,6 +1,6 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class StableHovercarController : MonoBehaviour
|
public class StableHovercarController : BaseHovercarController
|
||||||
{
|
{
|
||||||
[Header("Hover Settings")]
|
[Header("Hover Settings")]
|
||||||
public float hoverHeight = 3.0f;
|
public float hoverHeight = 3.0f;
|
||||||
@ -17,8 +17,6 @@ public class StableHovercarController : MonoBehaviour
|
|||||||
[Header("Reset Settings")]
|
[Header("Reset Settings")]
|
||||||
[Tooltip("Time (in seconds) without track contact before resetting the vehicle.")]
|
[Tooltip("Time (in seconds) without track contact before resetting the vehicle.")]
|
||||||
public float timeBeforeReset = 3.0f;
|
public float timeBeforeReset = 3.0f;
|
||||||
// Checkpoints are used to reposition the vehicle.
|
|
||||||
public Transform[] checkpoints;
|
|
||||||
|
|
||||||
[Header("Track Orientation Settings")]
|
[Header("Track Orientation Settings")]
|
||||||
[Tooltip("Distance to search downward for track (used to align the vehicle’s bottom).")]
|
[Tooltip("Distance to search downward for track (used to align the vehicle’s bottom).")]
|
||||||
|
@ -7,6 +7,14 @@ public class FinishLine : MonoBehaviour
|
|||||||
RacerProgress progress = other.GetComponent<RacerProgress>();
|
RacerProgress progress = other.GetComponent<RacerProgress>();
|
||||||
if (progress != null && RaceManager.Instance != null)
|
if (progress != null && RaceManager.Instance != null)
|
||||||
{
|
{
|
||||||
|
// Increment lap count and reset checkpoint index
|
||||||
|
if (progress.currentCheckpointIndex == other.GetComponent<BaseHovercarController>().checkpoints.Length)
|
||||||
|
{
|
||||||
|
progress.lapCount++;
|
||||||
|
progress.currentCheckpointIndex = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
RaceManager.Instance.CheckFinish(progress);
|
RaceManager.Instance.CheckFinish(progress);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,4 +1,5 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using TMPro; // Import TextMeshPro namespace
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
|
||||||
public class RaceManager : MonoBehaviour
|
public class RaceManager : MonoBehaviour
|
||||||
@ -9,19 +10,30 @@ public class RaceManager : MonoBehaviour
|
|||||||
[Tooltip("Total number of laps needed to finish the race.")]
|
[Tooltip("Total number of laps needed to finish the race.")]
|
||||||
public int totalLaps = 3;
|
public int totalLaps = 3;
|
||||||
[Tooltip("Total number of checkpoints in the race.")]
|
[Tooltip("Total number of checkpoints in the race.")]
|
||||||
public int numberOfCheckpoints = 0; // Set this in the Inspector to match your track setup
|
public int numberOfCheckpoints = 0;
|
||||||
|
|
||||||
[Header("Finish Line Settings")]
|
[Header("Finish Line Settings")]
|
||||||
[Tooltip("Assign the finish line object (with a trigger collider) here.")]
|
[Tooltip("Assign the finish line object (with a trigger collider) here.")]
|
||||||
public Transform finishLine;
|
public Transform finishLine;
|
||||||
|
|
||||||
|
[Header("UI Elements")]
|
||||||
|
[Tooltip("Assign the Text UI component to display player's position.")]
|
||||||
|
public TextMeshProUGUI playerPositionText;
|
||||||
|
|
||||||
|
[Tooltip("Assign the Text UI component to display laps left.")]
|
||||||
|
public TextMeshProUGUI lapsLeftText;
|
||||||
|
|
||||||
|
[Tooltip("Reference to the player's vehicle.")]
|
||||||
|
public GameObject playerVehicle;
|
||||||
|
|
||||||
private List<RacerProgress> racers = new List<RacerProgress>();
|
private List<RacerProgress> racers = new List<RacerProgress>();
|
||||||
public bool raceFinished = false;
|
public bool raceFinished = false;
|
||||||
public string winnerName = "";
|
public string winnerName = "";
|
||||||
|
|
||||||
|
private RacerProgress playerProgress;
|
||||||
|
|
||||||
void Awake()
|
void Awake()
|
||||||
{
|
{
|
||||||
// Basic singleton setup.
|
|
||||||
if (Instance == null)
|
if (Instance == null)
|
||||||
Instance = this;
|
Instance = this;
|
||||||
else
|
else
|
||||||
@ -30,35 +42,75 @@ public class RaceManager : MonoBehaviour
|
|||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
// Optionally, automatically find all racers by tag.
|
|
||||||
GameObject[] racerObjects = GameObject.FindGameObjectsWithTag("Racer");
|
GameObject[] racerObjects = GameObject.FindGameObjectsWithTag("Racer");
|
||||||
foreach (GameObject racer in racerObjects)
|
foreach (GameObject racer in racerObjects)
|
||||||
{
|
{
|
||||||
RacerProgress progress = racer.GetComponent<RacerProgress>();
|
RacerProgress progress = racer.GetComponent<RacerProgress>();
|
||||||
if (progress != null)
|
if (progress != null)
|
||||||
|
{
|
||||||
racers.Add(progress);
|
racers.Add(progress);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (playerVehicle != null) {
|
||||||
|
playerProgress = playerVehicle.GetComponent<RacerProgress>();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Initialize UI
|
||||||
|
if (playerProgress != null)
|
||||||
|
UpdateLapsLeftUI();
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
void Update()
|
||||||
/// Returns the highest “progress value” among all racers.
|
|
||||||
/// (Calculated as: lap count * numberOfCheckpoints + current checkpoint index.)
|
|
||||||
/// </summary>
|
|
||||||
public float GetLeaderProgress()
|
|
||||||
{
|
{
|
||||||
float leaderProgress = 0f;
|
if (playerProgress != null)
|
||||||
foreach (RacerProgress rp in racers)
|
|
||||||
{
|
{
|
||||||
float progressValue = rp.lapCount * numberOfCheckpoints + rp.currentCheckpointIndex;
|
int playerPosition = GetPlayerPosition();
|
||||||
if (progressValue > leaderProgress)
|
UpdatePositionUI(playerPosition);
|
||||||
leaderProgress = progressValue;
|
UpdateLapsLeftUI(); // Continuously update the lap counter
|
||||||
}
|
}
|
||||||
return leaderProgress;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Call this when a racer crosses the finish line.
|
/// Returns the player's current position among all racers.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
private int GetPlayerPosition()
|
||||||
|
{
|
||||||
|
racers.Sort((r1, r2) => GetRacerProgressValue(r2).CompareTo(GetRacerProgressValue(r1)));
|
||||||
|
|
||||||
|
for (int i = 0; i < racers.Count; i++)
|
||||||
|
{
|
||||||
|
if (racers[i] == playerProgress)
|
||||||
|
return i + 1; // Position is 1-based
|
||||||
|
}
|
||||||
|
return racers.Count;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Updates the UI element to show the player's current race position.
|
||||||
|
/// </summary>
|
||||||
|
private void UpdatePositionUI(int position)
|
||||||
|
{
|
||||||
|
playerPositionText.text = position + "/" + racers.Count;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Updates the laps left UI element based on the player's current progress.
|
||||||
|
/// </summary>
|
||||||
|
private void UpdateLapsLeftUI()
|
||||||
|
{
|
||||||
|
int lapsLeft = Mathf.Max(totalLaps - playerProgress.lapCount, 0);
|
||||||
|
lapsLeftText.text = "Laps Left: " + lapsLeft;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Calculates the progress value for a racer based on laps and checkpoints.
|
||||||
|
/// </summary>
|
||||||
|
private float GetRacerProgressValue(RacerProgress rp)
|
||||||
|
{
|
||||||
|
return rp.lapCount * numberOfCheckpoints + rp.currentCheckpointIndex;
|
||||||
|
}
|
||||||
|
|
||||||
public void CheckFinish(RacerProgress rp)
|
public void CheckFinish(RacerProgress rp)
|
||||||
{
|
{
|
||||||
if (rp.lapCount >= totalLaps && !raceFinished)
|
if (rp.lapCount >= totalLaps && !raceFinished)
|
||||||
@ -66,7 +118,6 @@ public class RaceManager : MonoBehaviour
|
|||||||
raceFinished = true;
|
raceFinished = true;
|
||||||
winnerName = rp.gameObject.name;
|
winnerName = rp.gameObject.name;
|
||||||
Debug.Log("Race Finished! Winner: " + winnerName);
|
Debug.Log("Race Finished! Winner: " + winnerName);
|
||||||
// Here you might trigger UI updates, stop all racers, etc.
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
x
Reference in New Issue
Block a user