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Question by Checker5965 · Jul 25, 2016 at 01:43 PM · racingcar gamecheckpoint

Checkpoint and Lap system

I'm trying to implement a simple lap and checkpoint system in a racing game. I am using the following script on the player :

 #pragma strict
 
 var checkPointArray : Transform[]; //Checkpoint GameObjects stored as an array
 static var currentCheckpoint : int = 0; //Current checkpoint
 static var currentLap : int = 0; //Current lap
 static var startPos : Vector3; //Starting position
 
 function Start () {
     //Set a simple visual aid for the Checkpoints
     for (objAlpha in checkPointArray) {
         objAlpha.GetComponent.<Renderer>().material.color.a = 0.2;
     }
     checkPointArray[0].GetComponent.<Renderer>().material.color.a = 0.8;
     
     //Store the starting position of the player
     startPos = transform.position;
 }
 

And this script on each of the cubes which I created as checkpoints :

 static var playerTransform : Transform; //Store the player transform
 
 function Start () {
     playerTransform = gameObject.Find("CarP").transform; //Set the player transform
 }
 
 function OnTriggerEnter (other : Collider) {
     //Is it the Player who enters the collider?
     if (!other.CompareTag("Player")) 
         return; //If it's not the player dont continue
         
     //Is this transform equal to the transform of checkpointArrays[currentCheckpoint]?
     if (transform == playerTransform.GetComponent(CarCheckpoint).checkPointArray[CarCheckpoint.currentCheckpoint].transform) {
         //Check so we dont exceed our checkpoint quantity
         if (CarCheckpoint.currentCheckpoint + 1<playerTransform.GetComponent(CarCheckpoint).checkPointArray.length) {
             //Add to currentLap if currentCheckpoint is 0
             if(CarCheckpoint.currentCheckpoint == 0)
                 CarCheckpoint.currentLap++;
             CarCheckpoint.currentCheckpoint++;
         } else {
             //If we dont have any Checkpoints left, go back to 0
             CarCheckpoint.currentCheckpoint = 0;
         }
         visualAid(); //Run a coroutine to update the visual aid of our Checkpoints
         //Update the 3dtext
         Camera.main.GetComponentInChildren(TextMesh).text = "Checkpoint: "+(CarCheckpoint.currentCheckpoint)+" Lap: "+(CarCheckpoint.currentLap);
     }
 }
 
 function visualAid () {
     //Set a simple visual aid for the Checkpoints
     for (objAlpha in playerTransform.GetComponent(CarCheckpoint).checkPointArray) {
         objAlpha.GetComponent.<Renderer>().material.color.a = 0.2;
     }
     playerTransform.GetComponent(CarCheckpoint).checkPointArray[CarCheckpoint.currentCheckpoint].GetComponent.<Renderer>().material.color.a = 0.8;
 }


But when I added 3D text to the main camera, it is not getting updated. I'm not even sure if this code is working. Any suggestions ?

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avatar image Checker5965 · Jul 28, 2016 at 12:56 PM 0
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