using Cinemachine; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.InputSystem; public class SelectCarGameScript : MonoBehaviour { [SerializeField] private int _Player; [SerializeField] private List _Cars; public GameObject _CurrentCar; [SerializeField] private CinemachineVirtualCamera _CinemachineVC; [SerializeField] private Starter _Starter; [SerializeField] private Finish _Finish; [SerializeField] private DriftScore _DriftScore; [SerializeField] private RCC_DashboardInputs _RCC_DashboardInputs; [SerializeField] private RCC_UIDashboardDisplay _RCC_UIDashboardDisplay; //[SerializeField] private FollowTarget _FollowTarget; //[SerializeField] private FollowYRotation _FollowYRotation; private void Start() { _Player -= 1; foreach(GameObject car in _Cars) { if (car.name == StaticDataMap.CarPlayers[_Player]) { _CurrentCar = car; break; } } _CinemachineVC.Follow = _CurrentCar.transform; _CinemachineVC.LookAt = _CurrentCar.transform; _DriftScore.playerRB = _CurrentCar.GetComponent(); _DriftScore.Starter(); //Debug.Log("Дрифт указан"); _CurrentCar.SetActive(true); _Starter.DontMovePlayer[_Player] = _CurrentCar.GetComponent(); //Debug.Log("Игрок не двигается"); _Finish.playerInput[_Player] = _CurrentCar.GetComponent(); _RCC_DashboardInputs.vehicle = _CurrentCar.GetComponent(); _RCC_UIDashboardDisplay.vehicle = _CurrentCar.GetComponent(); //Debug.Log("Контроллеры управления указаны"); //if (_FollowTarget != null) //{ // _FollowTarget.target = _CurrentCar.transform; // _FollowYRotation.target = _CurrentCar.transform; //} } //private void Start() //{ // _DriftScore.playerRB = _CurrentCar.GetComponent(); //} }