80 lines
2.2 KiB
C#
80 lines
2.2 KiB
C#
//----------------------------------------------
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// Realistic Car Controller
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//
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// Copyright © 2014 - 2023 BoneCracker Games
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// https://www.bonecrackergames.com
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// Buğra Özdoğanlar
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//
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//----------------------------------------------
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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///<summary>
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/// An example script to show how the RCC API works.
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///</summary>
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public class RCC_APIExample : MonoBehaviour {
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public RCC_CarControllerV3 spawnVehiclePrefab; // Vehicle prefab we gonna spawn.
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private RCC_CarControllerV3 currentVehiclePrefab; // Spawned vehicle.
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public Transform spawnTransform; // Spawn transform.
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public bool playerVehicle; // Spawn as a player vehicle?
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public bool controllable; // Spawn as controllable vehicle?
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public bool engineRunning; // Spawn with running engine?
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/// <summary>
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/// Spawning the vehicle with given settings.
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/// </summary>
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public void Spawn() {
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// Spawning the vehicle with given settings.
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currentVehiclePrefab = RCC.SpawnRCC(spawnVehiclePrefab, spawnTransform.position, spawnTransform.rotation, playerVehicle, controllable, engineRunning);
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}
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/// <summary>
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/// Sets the player vehicle.
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/// </summary>
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public void SetPlayer() {
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// Registers the vehicle as player vehicle.
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RCC.RegisterPlayerVehicle(currentVehiclePrefab);
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}
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/// <summary>
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/// Sets controllable state of the player vehicle.
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/// </summary>
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/// <param name="control"></param>
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public void SetControl(bool control) {
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// Enables / disables controllable state of the vehicle.
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RCC.SetControl(currentVehiclePrefab, control);
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}
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/// <summary>
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/// Sets the engine state of the player vehicle.
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/// </summary>
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/// <param name="engine"></param>
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public void SetEngine(bool engine) {
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// Starts / kills engine of the vehicle.
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RCC.SetEngine(currentVehiclePrefab, engine);
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}
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/// <summary>
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/// Deregisters the player vehicle.
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/// </summary>
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public void DeRegisterPlayer() {
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// Deregisters the vehicle from as player vehicle.
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RCC.DeRegisterPlayerVehicle();
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}
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}
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