diff --git a/Assets/RealisticCarControllerV3/Editor/RCC_EditorWindows.cs b/Assets/RealisticCarControllerV3/Editor/RCC_EditorWindows.cs index d36422f3..ea07aef6 100644 --- a/Assets/RealisticCarControllerV3/Editor/RCC_EditorWindows.cs +++ b/Assets/RealisticCarControllerV3/Editor/RCC_EditorWindows.cs @@ -1,19 +1,11 @@ -//---------------------------------------------- -// Realistic Car Controller -// -// Copyright © 2014 - 2023 BoneCracker Games -// https://www.bonecrackergames.com -// Buğra Özdoğanlar -// -//---------------------------------------------- - -using UnityEngine; +using UnityEngine; using UnityEditor; using System; using System.Collections; using System.Collections.Generic; -public class RCC_EditorWindows : Editor { +public class RCC_EditorWindows : Editor +{ private static RCC_CarControllerV3 SelectedCar() { diff --git a/Assets/Scenes/GameScene.unity b/Assets/Scenes/GameScene.unity index 318fa9e1..f363a891 100644 Binary files a/Assets/Scenes/GameScene.unity and b/Assets/Scenes/GameScene.unity differ diff --git a/Assets/Scripts/Vehicles/BoxyCarWizard.cs b/Assets/Scripts/Vehicles/BoxyCarWizard.cs index aa3b79b0..39fd91b4 100644 --- a/Assets/Scripts/Vehicles/BoxyCarWizard.cs +++ b/Assets/Scripts/Vehicles/BoxyCarWizard.cs @@ -1,61 +1,63 @@ -using UnityEngine; -using UnityEditor; -using System.Collections; +//using UnityEngine; +//using UnityEditor; +//using System.Collections; -class BoxyCarWizard : EditorWindow { - private int axlesCount = 2; - private float mass = 1000; - private float axleStep = 2; - private float axleWidth = 2; - private float axleShift = -0.5f; +//class BoxyCarWizard : EditorWindow +//{ +// private int axlesCount = 2; +// private float mass = 1000; +// private float axleStep = 2; +// private float axleWidth = 2; +// private float axleShift = -0.5f; - [MenuItem ("Vehicles/Boxy car wizard")] - public static void ShowWindow () { - EditorWindow.GetWindow(typeof(BoxyCarWizard)); - } +// //[MenuItem("Vehicles/Boxy car wizard")] +// public static void ShowWindow() +// { +// EditorWindow.GetWindow(typeof(BoxyCarWizard)); +// } - void OnGUI () { - axlesCount = EditorGUILayout.IntSlider ("Axles: ", axlesCount, 2, 10); - mass = EditorGUILayout.FloatField ("Mass: ", mass); - axleStep = EditorGUILayout.FloatField ("Axle step: ", axleStep); - axleWidth = EditorGUILayout.FloatField ("Axle width: ", axleWidth); - axleShift = EditorGUILayout.FloatField ("Axle shift: ", axleShift); +// void OnGUI () { +// axlesCount = EditorGUILayout.IntSlider ("Axles: ", axlesCount, 2, 10); +// mass = EditorGUILayout.FloatField ("Mass: ", mass); +// axleStep = EditorGUILayout.FloatField ("Axle step: ", axleStep); +// axleWidth = EditorGUILayout.FloatField ("Axle width: ", axleWidth); +// axleShift = EditorGUILayout.FloatField ("Axle shift: ", axleShift); - if (GUILayout.Button("Generate")) { - CreateCar (); - } - } +// if (GUILayout.Button("Generate")) { +// CreateCar (); +// } +// } - void CreateCar() - { - var root = new GameObject ("carRoot"); - var rootBody = root.AddComponent (); - rootBody.mass = mass; +// void CreateCar() +// { +// var root = new GameObject ("carRoot"); +// var rootBody = root.AddComponent (); +// rootBody.mass = mass; - var body = GameObject.CreatePrimitive (PrimitiveType.Cube); - body.transform.parent = root.transform; +// var body = GameObject.CreatePrimitive (PrimitiveType.Cube); +// body.transform.parent = root.transform; - float length = (axlesCount - 1) * axleStep; - float firstOffset = length / 2; +// float length = (axlesCount - 1) * axleStep; +// float firstOffset = length / 2; - body.transform.localScale = new Vector3(axleWidth, 1, length); +// body.transform.localScale = new Vector3(axleWidth, 1, length); - for (int i = 0; i < axlesCount; ++i) - { - var leftWheel = new GameObject (string.Format("a{0}l", i)); - var rightWheel = new GameObject (string.Format("a{0}r", i)); +// for (int i = 0; i < axlesCount; ++i) +// { +// var leftWheel = new GameObject (string.Format("a{0}l", i)); +// var rightWheel = new GameObject (string.Format("a{0}r", i)); - leftWheel.AddComponent (); - rightWheel.AddComponent (); +// leftWheel.AddComponent (); +// rightWheel.AddComponent (); - leftWheel.transform.parent = root.transform; - rightWheel.transform.parent = root.transform; +// leftWheel.transform.parent = root.transform; +// rightWheel.transform.parent = root.transform; - leftWheel.transform.localPosition = new Vector3 (-axleWidth / 2, axleShift, firstOffset - axleStep * i); - rightWheel.transform.localPosition = new Vector3 (axleWidth / 2, axleShift, firstOffset - axleStep * i); - } +// leftWheel.transform.localPosition = new Vector3 (-axleWidth / 2, axleShift, firstOffset - axleStep * i); +// rightWheel.transform.localPosition = new Vector3 (axleWidth / 2, axleShift, firstOffset - axleStep * i); +// } - root.AddComponent(); - root.AddComponent(); - } -} \ No newline at end of file +// root.AddComponent(); +// root.AddComponent(); +// } +//} \ No newline at end of file diff --git a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset index dc001753..0cb5a07e 100644 Binary files a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset and b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset differ