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; private GameObject _CurrentCar; [SerializeField] private CinemachineVirtualCamera _CinemachineVC; [SerializeField] private FollowTarget _FollowTarget; [SerializeField] private FollowYRotation _FollowYRotation; [SerializeField] private Starter _Starter; [SerializeField] private Finish _Finish; [SerializeField] private DriftScore _DriftScore; [SerializeField] private RCC_DashboardInputs _RCC_DashboardInputs; [SerializeField] private RCC_UIDashboardDisplay _RCC_UIDashboardDisplay; private void Awake() { _Player -= 1; foreach(GameObject car in _Cars) { if (car.name == StaticDataMap.CarPlayers[_Player]) { _CurrentCar = car; break; } } _DriftScore.playerRB = _CurrentCar.GetComponent(); //Debug.Log("Дрифт указан"); _CurrentCar.SetActive(true); _CinemachineVC.Follow = _CurrentCar.transform; _CinemachineVC.LookAt = _CurrentCar.transform; //Debug.Log("Машина отслеживается"); _FollowTarget.target = _CurrentCar.transform; _FollowYRotation.target = _CurrentCar.transform; //Debug.Log("Цель карты указана"); _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"); } }