public int index;
shakeDuration = duration; shakeMagnitude = magnitude;
[Header("Boost Settings")] public float boostMultiplier = 2f; public float boostDuration = 3f; public float boostCooldown = 5f; public int maxBoostCharges = 3; public float boostRechargeRate = 1f; extreme race game unity
[Header("Vehicle Settings")] public float baseSpeed = 20f; public float maxSpeed = 60f; public float acceleration = 5f; public float turnSpeed = 100f;
public GameObject raceCompletePanel; public Text raceCompleteText; public Text lapCounterText; public Text timerText; public int index; shakeDuration = duration; shakeMagnitude =
if (Instance == null) Instance = this; else Destroy(gameObject);
if (vignette != null) vignette.intensity.value = Mathf.Lerp(0.3f, 0.6f, intensity); if (motionBlur != null) motionBlur.shutterAngle.value = Mathf.Lerp(180f, 360f, intensity); if (chromaticAberration != null) chromaticAberration.intensity.value = Mathf.Lerp(0f, 0.5f, intensity); public int index
float driftDuration = Time.time - driftStartTime; if (driftDuration >= minDriftTimeForBoost) // Grant boost charge for successful drift currentBoostCharges = Mathf.Min(currentBoostCharges + 1, maxBoostCharges); StartCoroutine(DriftBoostEffect()); isDrifting = false; rb.drag = 1f; currentDriftAngle = 0; // Stop drift particles GetComponent<ParticleSystem>().Stop();