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TrackCheckpoints.cs
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TrackCheckpoints.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TrackCheckpoints : MonoBehaviour
{
public event EventHandler<CarCheckpointEventArgs> OnPlayerCorrectCheckpoint;
public event EventHandler<CarCheckpointEventArgs> OnPlayerWrongCheckpoint;
private List<CheckpointSingle> checkpointSingleList;
private int nextCheckpointIndex;
public class CarCheckpointEventArgs : EventArgs
{
public Transform carTransform;
}
private void Awake()
{
Transform checkpointsTransform = transform.Find("Checkpoints");
checkpointSingleList = new List<CheckpointSingle>();
foreach (Transform checkpointSingleTransform in checkpointsTransform)
{
CheckpointSingle checkpointSingle = checkpointSingleTransform.GetComponent<CheckpointSingle>();
checkpointSingle.SetTrackCheckpoints(this);
checkpointSingleList.Add(checkpointSingle);
}
nextCheckpointIndex = 0;
}
public void PlayerThroughCheckpoint(CheckpointSingle checkpointSingle, Transform playerTransform)
{
if(checkpointSingleList.IndexOf(checkpointSingle) == nextCheckpointIndex)
{
nextCheckpointIndex = (nextCheckpointIndex + 1) % checkpointSingleList.Count;
OnPlayerCorrectCheckpoint?.Invoke(this, new CarCheckpointEventArgs { carTransform = playerTransform });
} else
{
OnPlayerWrongCheckpoint?.Invoke(this, new CarCheckpointEventArgs { carTransform = playerTransform });
}
}
public void ResetCheckpoints()
{
nextCheckpointIndex = 0;
}
public CheckpointSingle GetNextCheckpoint(Transform transform)
{
return checkpointSingleList[nextCheckpointIndex];
}
}