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Question by bekiryanik · Nov 22, 2020 at 06:50 AM · c#arrayarraysorderingcar race

Car Positioning System

Hello,

I am currently developing a car racing game and here I define the positions by this script. But as soon as two or more cars are in the same position, I realized that the system is not working correctly and I get the distances of the cars to the waypoints. But I cannot order now correctly. What I want to do is, if two or more cars are in the same position in the race, I want to get "distances[]" and "carPos[]" values and read them and compare them to find the correct positions of the cars in the race. By the way, I am sorry this topic may be asked tens of times but I really couldn't find a nice solution.

         public RCC_AICarController aiControllerP1;
         public RCC_AICarController aiControllerP2;
         public RCC_AICarController aiControllerP3;
         public playerWayPointController playerWayPointCont;
     
         public int[] carPos;
     
         public int currentPos;
         public int PlayerPosition;
     
         public Transform[] wayPoints_Race1;
     
         private Transform playerWayPointPos;
         private Transform cpuWayPointPos;
         private Transform cpu1WayPointPos;
         private Transform cpu2WayPointPos;
     
         public Transform playerTransform;
         public Transform cpuTransform;
         public Transform cpu1Transform;
         public Transform cpu2Transform;
     
     IEnumerator defineCarPositions()
     {
 
         while(true)
         {
         // GETTING CURRENT WAY POINT
             playerWayPointPos = wayPoints_Race1[playerWayPointCont.currentWaypointRace1];
             cpuWayPointPos = wayPoints_Race1[aiControllerP1.currentWaypoint];
             cpu1WayPointPos = wayPoints_Race1[aiControllerP2.currentWaypoint];
             cpu2WayPointPos = wayPoints_Race1[aiControllerP3.currentWaypoint];
             
         // GETTING DISTANCES TO WAY POINT
             distances[0] = Vector3.Distance(playerTransform.position, playerWayPointPos.position);
             distances[1] = Vector3.Distance(cpuTransform.position, cpuWayPointPos.position);
             distances[2] = Vector3.Distance(cpu1Transform.position, cpu1WayPointPos.position);
             distances[3] = Vector3.Distance(cpu2Transform.position, cpu2WayPointPos.position);
             
         // TOTAL WAY POINTS PASSED and TOTAL LAPS
             carPos[0] = playerWayPointCont.totalWaypointPassed + playerWayPointCont.lap;
             carPos[1] = aiControllerP1.totalWaypointPassed + aiControllerP1.lap;
             carPos[2] = aiControllerP2.totalWaypointPassed + aiControllerP2.lap;
             carPos[3] = aiControllerP3.totalWaypointPassed + aiControllerP3.lap;
             
             PlayerPosition = playerWayPointCont.totalWaypointPassed + playerWayPointCont.lap;
             
             Array.Sort(carPos);
             int carP = Array.IndexOf(carPos, PlayerPosition);
             
             switch (carP)
             {
                     case 0:
                         currentPos = 4;
                         break;
                      case 1:
                          currentPos = 3;
                          break;
                      case 2:
                          currentPos = 2;
                          break;
                      case 3:
                          currentPos = 1;
                          break;
             
             }
             yield return null;
 
         }
 

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