Racing_Game/Assets/SelectCarGameScript.cs

63 lines
1.7 KiB
C#

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<GameObject> _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;
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<Rigidbody>();
//Debug.Log("Äđčôň óęŕçŕí");
_CurrentCar.SetActive(true);
_Starter.DontMovePlayer[_Player] = _CurrentCar.GetComponent<PlayerInput>();
//Debug.Log("Čăđîę íĺ äâčăŕĺňń˙");
_Finish.playerInput[_Player] = _CurrentCar.GetComponent<PlayerInput>();
_RCC_DashboardInputs.vehicle = _CurrentCar.GetComponent<RCC_CarControllerV3>();
_RCC_UIDashboardDisplay.vehicle = _CurrentCar.GetComponent<RCC_CarControllerV3>();
//Debug.Log("Ęîíňđîëëĺđű óďđŕâëĺíč˙ óęŕçŕíű");
}
//private void Start()
//{
// _DriftScore.playerRB = _CurrentCar.GetComponent<Rigidbody>();
//}
}